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.
MashmalloMan 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.
MashmalloMan 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.
BrentBlemish wrote: »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.
JustAGoodPlayer wrote: »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 )))
BrentBlemish wrote: »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.
MindOfTheSwarm wrote: »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.
xylena_lazarow wrote: »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
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.
MashmalloMan wrote: »...It's all over the damn place, so what was the point of making a standard that doesn't apply across the board?
MashmalloMan 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..