Maintenance for the week of December 2:
• PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)

We need to talk about "sticky" DoTs in terms of PvP

BrentBlemish
BrentBlemish
✭✭✭✭
They are incredibly bad. I PvP in no CP and ive been doing some testing on the PTS by removing all my CP and going into Cyro and even on resource gaurds the damage is so ungoldy bad. Especially for classes like a stam DK. Nox Breath, Venom Claw, Poison inject ect are all doing absolute horrible damage. I even threw on sets like Swamp Raiders to try to ramp the DoT damage up and it's still so horrible. 20 second dots that dont even reach 1k per second. which means when they tick every 2 seconds they are less then 2k on sheet.

Now I get not everyone wants the pressure of DoTs against them in PvP, but DoTs are a staple of a stam DK are their current state is soooooo bad i cant even recommend THINKING about using them.

I dont care if you want sticky DoTs to last 20+ seconds or whatever, but their current damage is not good. Even when stacking as much DoTs as you can. a simple spammable is far more effective then several sticky DoTs.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    Problem with 20s dots is the DPS has to be lowered to compensate.

    Imagine it kept the same standard of 1.5x over 10s, so 3x over 20s... Any class without a purge would be walking around being constantly melted by 10 dots stacked on top of each other with not nearly enough heals per second to account for them.

    This whole thing is a mess. Only way for stronger DPS dots is to reduce their duration.. They didn't account for any of these issues. It doesn't feel right.
    Edited by MashmalloMan on August 2, 2022 8:21PM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    Dot procs were untouched, so I guess that's where we are headed once again.
    Tbh they could tweak battlespirit, so it passively reduced the duration of dots on you, but they also deal increased damage. I'm talking about skill sourced only ofc, not proc sets.
  • Sandman929
    Sandman929
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sadly it's more important to ZOS to reduce what DoTs do to a target dummy and how they look on a spreadsheet.
    PvP wasn't even a thought when they hatched this idiotic plan.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    Firstmep wrote: »
    Dot procs were untouched, so I guess that's where we are headed once again.
    Tbh they could tweak battlespirit, so it passively reduced the duration of dots on you, but they also deal increased damage. I'm talking about skill sourced only ofc, not proc sets.

    Using BattleSpirit to make skills behave differently in PVE and PVP... BLASPHEMY.

    Pretty sure pve players don't enjoy the state of sticky dot scaling either at this point.

    Also... Why are self applied sticky dots treated the same way as targeted applied sticky dots? They require more risk/reward, it's not fire and forget. They should at minimum be 10-20% stronger than applied sticky dots.

    If we're sticking with their logic on the PTS:

    Standards should be:
    • Self applied sticky dots. = More than single target.
    • Single target sticky dots. = Middle Ground
    • Aoe target sticky dots. = Less than single target.
    • Static dots. = More than all of the above, but over 10-15s instead of 20-30s.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Marto
    Marto
    ✭✭✭✭✭
    Personally, I think it makes more sense for "sticky" DoTs having short-duration and high-damage. And for ground DoTs to have long-duration and low-damage.

    x1 cast of Endless Hail, for 30s
    x3 casts of Poison Arrow, for 10s
    Spammables in between.

    I think what ZOS did with 8.1.3 is very smart. Having short and long abilities makes the combat more engaging. It means rotations are more varied, as opposed to 1 loop where you refresh all buffs and DoTs one after another.

    I guess ZOS decided to do it the other way around because AoE DoTs are inherently harder to use. So they left the timers on sticky DoTs long, so less able players can just avoid AoE DoTs altogether.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    Firstmep wrote: »
    Dot procs were untouched, so I guess that's where we are headed once again.
    Tbh they could tweak battlespirit, so it passively reduced the duration of dots on you, but they also deal increased damage. I'm talking about skill sourced only ofc, not proc sets.

    Using BattleSpirit to make skills behave differently in PVE and PVP... BLASPHEMY.

    Pretty sure pve players don't enjoy the state of sticky dot scaling either at this point.

    Also... Why are self applied sticky dots treated the same way as targeted applied sticky dots? They require more risk/reward, it's not fire and forget. They should at minimum be 10-20% stronger than applied sticky dots.

    If we're sticking with their logic on the PTS:

    Standards should be:
    • Self applied sticky dots. = More than single target.
    • Single target sticky dots. = Middle Ground
    • Aoe target sticky dots. = Less than single target.
    • Static dots. = More than all of the above, but over 10-15s instead of 20-30s.

    Well theyre trying to simplify pve rotations, hence the longer sticky dots. They made ground aoe dots shorter with more dps, beacuse those dont stick to the target and you can miss dps if the enemy moves out.

    Ofc in the end, we went full circle with variable dot timers not actually making rotaions easier, beacuse lets be honest people will use whatever gives them the most dps.

    I dont even know why dots were targeted in the first place, like, if you want to make it easier for people to keep their dots up than change the ui(the default ui) so it tracks it better. Heck they have pulled addons into the base game before, plenty of dot/hot tracking addons out there they could use as a baseline, and none of them would require any changes to dps.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    Firstmep wrote: »
    Firstmep wrote: »
    Dot procs were untouched, so I guess that's where we are headed once again.
    Tbh they could tweak battlespirit, so it passively reduced the duration of dots on you, but they also deal increased damage. I'm talking about skill sourced only ofc, not proc sets.

    Using BattleSpirit to make skills behave differently in PVE and PVP... BLASPHEMY.

    Pretty sure pve players don't enjoy the state of sticky dot scaling either at this point.

    Also... Why are self applied sticky dots treated the same way as targeted applied sticky dots? They require more risk/reward, it's not fire and forget. They should at minimum be 10-20% stronger than applied sticky dots.

    If we're sticking with their logic on the PTS:

    Standards should be:
    • Self applied sticky dots. = More than single target.
    • Single target sticky dots. = Middle Ground
    • Aoe target sticky dots. = Less than single target.
    • Static dots. = More than all of the above, but over 10-15s instead of 20-30s.

    Well theyre trying to simplify pve rotations, hence the longer sticky dots. They made ground aoe dots shorter with more dps, beacuse those dont stick to the target and you can miss dps if the enemy moves out.

    Ofc in the end, we went full circle with variable dot timers not actually making rotaions easier, beacuse lets be honest people will use whatever gives them the most dps.

    I dont even know why dots were targeted in the first place, like, if you want to make it easier for people to keep their dots up than change the ui(the default ui) so it tracks it better. Heck they have pulled addons into the base game before, plenty of dot/hot tracking addons out there they could use as a baseline, and none of them would require any changes to dps.

    Yeah uhm.. nothing is easy about DK's getting 24s instead of 20s along with an 18s aoe dot instead of 10-15s, NB getting 22s instead of 20s, Mages Guild doing 24s for Degen and I think... 26s for Rune. Templar's at 24s for their fire dot if I'm not mistaken.. Warden is back to 12s instead of 10s or 15s.

    Echoing Vigor at 16s.. uh why?

    It's all over the damn place, so what was the point of making a standard that doesn't apply across the board. I'll tell you why, because this is a half baked idea that they didn't have enough time to adjust. All of those duration passives should of been overhauled, but they just did a blanket pass.

    Now rotations are more complicated than ever.. instead of focusing on dots to help us look less at our bars, they could of adjusted low duration self buffs like they did with Channeled Acceleration.

    Why do we need to apply Grim Focus/Bound Armaments at all just to use the damage portion of the skill? Why are they 40s base? Why are self buffs around 20-30s, why not 60s across the board. Does it add to combat? No, it's just a headache.

    I've played with lower skill cap players and the easiest thing they manage is applying 5 dots that are 10-12s each. The hard part they have is casting buff skills like Surge or Molten Armaments too early or too late. These abilities shouldn't be a chore. ESO is basically rebuff online at this point. The combat is what should be active for us, not buffing.

    Applying dots at 10s fealt natural, what doesn't feel natural is the self buffs and 20s-30s timers that force you into 10 more spammables.
    Edited by MashmalloMan on August 2, 2022 9:26PM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    I would suggest that balancing dots for No-CP is problematic as the game is designed for us to use CP.

  • JustAGoodPlayer
    JustAGoodPlayer
    ✭✭✭✭
    They are incredibly bad. I PvP in no CP and ive been doing some testing on the PTS by removing all my CP and going into Cyro and even on resource gaurds the damage is so ungoldy bad. Especially for classes like a stam DK. Nox Breath, Venom Claw, Poison inject ect are all doing absolute horrible damage. I even threw on sets like Swamp Raiders to try to ramp the DoT damage up and it's still so horrible. 20 second dots that dont even reach 1k per second. which means when they tick every 2 seconds they are less then 2k on sheet.

    Now I get not everyone wants the pressure of DoTs against them in PvP, but DoTs are a staple of a stam DK are their current state is soooooo bad i cant even recommend THINKING about using them.

    I dont care if you want sticky DoTs to last 20+ seconds or whatever, but their current damage is not good. Even when stacking as much DoTs as you can. a simple spammable is far more effective then several sticky DoTs.

    With such DOTs - hots have to be nerfed - and Damage shields !

    So sorcs will not say about compensation to much.

    Because damage shields are the same as hots it is preventing ability like hots. So if DOTs get nerf HOTs and damage shields need to get nerf too ;)

    And you will not see nerfs of dots in future )))
  • MetallicMonk
    MetallicMonk
    ✭✭✭✭✭
    With such DOTs - hots have to be nerfed - and Damage shields !

    So sorcs will not say about compensation to much.

    Because damage shields are the same as hots it is preventing ability like hots. So if DOTs get nerf HOTs and damage shields need to get nerf too ;)

    And you will not see nerfs of dots in future )))

    Are you ok dude?

  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    They are incredibly bad. I PvP in no CP and ive been doing some testing on the PTS by removing all my CP and going into Cyro and even on resource gaurds the damage is so ungoldy bad. Especially for classes like a stam DK. Nox Breath, Venom Claw, Poison inject ect are all doing absolute horrible damage. I even threw on sets like Swamp Raiders to try to ramp the DoT damage up and it's still so horrible. 20 second dots that dont even reach 1k per second. which means when they tick every 2 seconds they are less then 2k on sheet.

    Now I get not everyone wants the pressure of DoTs against them in PvP, but DoTs are a staple of a stam DK are their current state is soooooo bad i cant even recommend THINKING about using them.

    I dont care if you want sticky DoTs to last 20+ seconds or whatever, but their current damage is not good. Even when stacking as much DoTs as you can. a simple spammable is far more effective then several sticky DoTs.

    The problem is that long durations also leads to more pressure over time and thus leads to more sustain issues for the affected target. Yes, purge can negate this issue completely but not ever class has access to a cheap purge to deal with DoT's.

    Don't get me wrong I am on your side with this. I actually do not like the fact that DoT's have standardized durations. Having all sticky DoT's be 20 seconds and all ground DoT's last 10 or 12 seconds and doing the same damage per tick ruins diversity.

    There should be variable durations, variable tick rates and variable damage. The push towards static rotations is dull.


    Following assuming optimal setup.


    If it were up to me I would look at each class and skill line and decide which DoT's last a short duration and hit hard:

    8 seconds, hit every 0.5 seconds, hit hard for about 2.5k per second (1250 per tick).

    Searing Strike, Lotus Fan, Spear Shards, Liquid Lightning, Shocking Siphon, Rending Slashes, Carve.


    DoT's that last a medium duration and hit moderately:

    12 seconds, hit every second, hit moderately for about 1.8k per second.

    Fiery Breath, Fetcher Flies, Cripple and Crippling Grasp, Lightning Flood, Sun Fire, Unstable Wall, Boneyard, Stampede, Volley.


    Dot's that last a longer duration and lower damage.

    20 seconds, hit every second, hit lower for about 1.2k per second.

    Eruption, Arctic Blast, Twisting Path, Lightning Form, Solar Barrage, Deadly Cloak, Mystic Orb, Caltrops.


    DoT's that I would give special mechanics.

    20 seconds, hit every second, start off low damage for about 750 per second. Damage increases by 6% per tick leading to about 2.5k on the final tick.

    Entropy, Poison Arrow, Debilitate.

    Winter's Revenge

    12 seconds, hit every second, hit very high for about 2.8k per tick. (Supposed to be the granddaddy of DoT's as was intention of ZoS. It should keep that title.)


    Not saying these numbers would be exact, but the whole "DoT coefficient system" is not good for the game at all. Each DoT should be looked at on a case by case basis and then decision made on its damage per second, not its overall damage. This way classes feel more unique and bring different things to the table.
  • BrentBlemish
    BrentBlemish
    ✭✭✭✭
    Not saying these numbers would be exact, but the whole "DoT coefficient system" is not good for the game at all. Each DoT should be looked at on a case by case basis and then decision made on its damage per second, not its overall damage. This way classes feel more unique and bring different things to the table.

    I agree with this. Cause they arent even really following their own rule set right now... For example, Acid Spray is "sticky" dot but only last 4 seconds. But now follows the 2 second tick rule. so it ticks at 2 second and 4. But why 4 seconds? It cant be because its an AoE... Nox Breath is also a cone AoE at that has a much longer tick duration. I just dont understand whats going on.
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭
    The long duration is extremely useless in PvP, and the dps nerf simply makes the majority of sticky DoT skills go from marginal to unplayable. Since they don't want instakills (and neither do most players), we need to be able to pressure HP bars down into a reasonable 2-3 gcd burst range. Without usable pressure damage from skills, players are forced to rely heavily on weaving, the exact opposite of ZOS's stated goals. These DoT nerfs make PvP less accessible and more sweaty.
    PC/NA || CP/Cyro || RIP soft caps
  • Urvoth
    Urvoth
    ✭✭✭✭✭
    Spreadsheet/parse dummy balancing at work
  • Vakiri
    Vakiri
    The long duration is extremely useless in PvP, and the dps nerf simply makes the majority of sticky DoT skills go from marginal to unplayable. Since they don't want instakills (and neither do most players), we need to be able to pressure HP bars down into a reasonable 2-3 gcd burst range. Without usable pressure damage from skills, players are forced to rely heavily on weaving, the exact opposite of ZOS's stated goals. These DoT nerfs make PvP less accessible and more sweaty.

    And I don't want the solution sold to us via a mythic or 5 piece set bonus either
  • BrentBlemish
    BrentBlemish
    ✭✭✭✭
    Vakiri wrote: »

    And I don't want the solution sold to us via a mythic or 5 piece set bonus either

    I can not agree with this more. Far too often when ZOS makes these huge crippling changes, they feel like the answer lies in a mythic or a set. But every single time they do this, its overly abused.

    The idea of Dark Convergence was to be an anti ball group set, yet its all they run now. same with plaguebreak... smh

  • Four_Fingers
    Four_Fingers
    ✭✭✭✭✭
    Excuse my confusion but what good are 20 second dot durations when time to kill is less than 2 seconds in PvP?
    Edited by Four_Fingers on August 5, 2022 4:10PM
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    I dont think pve players like the 20 second weak dots either, but.. If they must stay, than please put a modifier into battlespirit, so that player sourced dots deal more damage but with much lower duration.
  • BrentBlemish
    BrentBlemish
    ✭✭✭✭
    Firstmep wrote: »
    I dont think pve players like the 20 second weak dots either, but.. If they must stay, than please put a modifier into battlespirit, so that player sourced dots deal more damage but with much lower duration.

    ill take that, at this point ill take ANYTHING. I've been doing some dual testing on the PTS with a friend and no matter what we seem to do, "sticky" DoTs just do no damage. its awesome seeing a 400 dot tick after 2 seconds and then at 4 seconds another 400.

    But yet you can run sloads and it ticks 1k+ every second. lmao MAKES NO SENSE!!!!
  • mzprx
    mzprx
    ✭✭✭✭✭
    ...It's all over the damn place, so what was the point of making a standard that doesn't apply across the board?

    this. oh so much. their idea behind all of these DoT changes was to "simplify the combat", yet they made it even more confusing and harder to use. instead of DoTs being DoTs we now have to differentiate between sticky and ground ones, different DoTs and buffs have different timers, for a new player (or even just an average Joe) this is even worse to understand than before, thus completely negating their intended result. as some people have mentioned this is a spreadsheet/dummy parse balancing effort. from my point of view devs don't even play or know their own game..
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    Its getting to the point where status effects and procsets will far out damage skill based dots.
    Although it be fair, with Maras balm, dots might as well do 100x more damage it wouldn't make a difference in pvp next patch.
  • WoppaBoem
    WoppaBoem
    ✭✭✭✭✭
    its the end once more for dots in PVP, no build variation its just burst dmg and burst heals in U35 and when people are still fighting having fun then bombers come in a kill the real fights and PVP fun is killed.
    Xbox EU & NA - PVP Only
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    mzprx wrote: »
    ...It's all over the damn place, so what was the point of making a standard that doesn't apply across the board?

    this. oh so much. their idea behind all of these DoT changes was to "simplify the combat", yet they made it even more confusing and harder to use. instead of DoTs being DoTs we now have to differentiate between sticky and ground ones, different DoTs and buffs have different timers, for a new player (or even just an average Joe) this is even worse to understand than before, thus completely negating their intended result. as some people have mentioned this is a spreadsheet/dummy parse balancing effort. from my point of view devs don't even play or know their own game..

    The splitting up of sticky DoT's and Ground DoT's is a good move.

    What is not a good move is how it was done.

    Ground DoT's should serve strong zone control in PvP thus the logical course is high damage per second for a shorter duration.

    Sticky DoT's should serve gradual pressure which they kind of do right now in the PTS, but they serve more of a resource nuisance rather than something deadly to worry about. To be honest the live DPS was fine for the sticky DoT's. Spreading that damage over a longer duration just kills their lethality not that they were particularly lethal before.

    Like I said, overall damage on DoT's does not matter. It is the damage per tick which ultimately dictates a DoT's value.

    A good DoT build is about having a stack of longer DoT's mixed with short lived one that deal the main damage. However, in ESO there is no 'true' DPS DoT skill. Jabs and Flurry is about as close as we have. Until their is some kind of AoE static DoT that deals damage every 0.5 seconds and only lasts like 3 seconds but equates to the same DPS as a spammable. A real true DoT build will be impossible without sacrificing a lot of damage.
  • ThirdEye_PULSE
    ThirdEye_PULSE
    ✭✭✭✭
    Yeah any class that utilizes DoTs for pressure to secure kills is gonna be SOL U35. Dk. Magsorc... haunting curse is often integral to getting that kill. I know a lot of other classes gonna hurt from this and a lot of pressure is going to disappear. This doesnt just make DoTs weak for PVP. It makes them completely unusable. Worthless. Good job ZOS, youve effectively ruined entire playstyles and classes with this change and put PVP in the dumpster for yet another patch cycle.

    Lemme guess. Next Mythic raises sticky DoT dmg to current live levels. Gonna have to buy DLC or w.e.

    So tired of seeing classes lose their identity, getting watered down. Skills becoming useless. Whilst at the same exact time sets are becoming more powerful, one item wonders the mythics becoming more powerful. Theres more identity and power fantasy in sets than there are in classes... or at least it seems thats where we are heading.
    Edited by ThirdEye_PULSE on August 8, 2022 3:02PM
  • lucky_Sage
    lucky_Sage
    ✭✭✭✭✭
    this is why dots should be changed in battle spirit.
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

Sign In or Register to comment.