Billium813 wrote: »Personally, instead of targeting specific skills like this, I would rather see them improving Battle Spirit. Currently, it nerfs healing, damage, and shields. Why not also nerf DOT durations, or AOE radiuses, or ultimate costs, or crit cap? There is a a larger PvP playstyle issue and making an arbitrary duration change to DC does nothing.
.The nerf should only affect PvP modes. There is no reason to change the cool-down in PvE. It would be very easy to nerf the set in PvP only, [snip]
The set drops from PVP boxes. Honestly, its usefulness in PVE is entirely irrelevant and shouldn't be considered at all. Since its entire purpose was as a tool to combat PVP groups.
Exactley.. I dont know why they are nerfing it in PvE. I built a fun build around it for PvE and it really does not need to be changed for PvE.
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The set is being balanced around its intended usage. [snip]
Its relevant to me and I am sure to other players as well. The biggest complaint around the set is its use in PvP and they mentioned it specifically in the patch notes, so it should only be adjusted in that environment.
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.The nerf should only affect PvP modes. There is no reason to change the cool-down in PvE. It would be very easy to nerf the set in PvP only, [snip]
The set drops from PVP boxes. Honestly, its usefulness in PVE is entirely irrelevant and shouldn't be considered at all. Since its entire purpose was as a tool to combat PVP groups.
Exactley.. I dont know why they are nerfing it in PvE. I built a fun build around it for PvE and it really does not need to be changed for PvE.
[snip]
The set is being balanced around its intended usage. [snip]
Its relevant to me and I am sure to other players as well. The biggest complaint around the set is its use in PvP and they mentioned it specifically in the patch notes, so it should only be adjusted in that environment.
[snip]
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I completely disagree with that logic. One of the major fun factors of ESO is creating a build around how you like to play and what sets appeal to your play style. Just because a set drops from PvP or PvE does not mean that it is not relevant for use in one or the other and that should be considered.
TechMaybeHic wrote: »Billium813 wrote: »Personally, instead of targeting specific skills like this, I would rather see them improving Battle Spirit. Currently, it nerfs healing, damage, and shields. Why not also nerf DOT durations, or AOE radiuses, or ultimate costs, or crit cap? There is a a larger PvP playstyle issue and making an arbitrary duration change to DC does nothing.
Your DOT nerfs are entirely PvE in origination. They are not an issue at all in PvP outside of like Savage werewolf which I remain convinced was bugged, not "secret feature." DKs have the strongest DOTs and were just fine.
I've been told that DC also stands out for trash pulls as well; so they might see it as an issue in both PvE and PvP.
TechMaybeHic wrote: »I've been told that DC also stands out for trash pulls as well; so they might see it as an issue in both PvE and PvP.
Billium813 wrote: »TechMaybeHic wrote: »Billium813 wrote: »Personally, instead of targeting specific skills like this, I would rather see them improving Battle Spirit. Currently, it nerfs healing, damage, and shields. Why not also nerf DOT durations, or AOE radiuses, or ultimate costs, or crit cap? There is a a larger PvP playstyle issue and making an arbitrary duration change to DC does nothing.
Your DOT nerfs are entirely PvE in origination. They are not an issue at all in PvP outside of like Savage werewolf which I remain convinced was bugged, not "secret feature." DKs have the strongest DOTs and were just fine.
I've been told that DC also stands out for trash pulls as well; so they might see it as an issue in both PvE and PvP.
First, I'm not advocating for any specific nerfs. I am only advocating that any PvP balancing issues should be handled through Battle Spirit or some other PvP centric buff. I only listed "DOT" to list things currently unaffected by Battle Spirit, but could entirely be controlled via Battle Spirit if the situation arose.
Second, Plaguebreak?
Billium813 wrote: »TechMaybeHic wrote: »Billium813 wrote: »Personally, instead of targeting specific skills like this, I would rather see them improving Battle Spirit. Currently, it nerfs healing, damage, and shields. Why not also nerf DOT durations, or AOE radiuses, or ultimate costs, or crit cap? There is a a larger PvP playstyle issue and making an arbitrary duration change to DC does nothing.
Your DOT nerfs are entirely PvE in origination. They are not an issue at all in PvP outside of like Savage werewolf which I remain convinced was bugged, not "secret feature." DKs have the strongest DOTs and were just fine.
I've been told that DC also stands out for trash pulls as well; so they might see it as an issue in both PvE and PvP.
First, I'm not advocating for any specific nerfs. I am only advocating that any PvP balancing issues should be handled through Battle Spirit or some other PvP centric buff. I only listed "DOT" to list things currently unaffected by Battle Spirit, but could entirely be controlled via Battle Spirit if the situation arose.
Second, Plaguebreak?
TechMaybeHic wrote: »What about Plaguebreak?
Plaguebreak isn't a DOT issue though, it is a Plaguebreak issue. Adjust Plaguebreak and the issue is solved.
Billium813 wrote: »TechMaybeHic wrote: »What about Plaguebreak?Plaguebreak isn't a DOT issue though, it is a Plaguebreak issue. Adjust Plaguebreak and the issue is solved.
It's a DOT. Plaguebreak is a high damage DOT that technically can't be cleansed or you explode. It's super common and used everywhere.
The reply from TechMaybeHic seemed to indicate no one uses DOTs in PvP (even though that missed my point entirely). I'm not advocating to nerf it, calm down. You're missing my point.
Plaguebreak issue is that it procs when target dies. It is coded in a very bizarre way. The tooltip says that "If the plague is removed early", but why is dying even considered as a negative effect removal ? ? ? You Die... that is not enough of a penalty ? ? ? When I have Haunting Curse on me & I die - then it is still on my corpse and keeps on exploding. Even if one will respawn - the Haunting Curse is still there. My point is - dying does not remove negative effects. Plaguebreak can receive nerf & nerf, but for as long as it procs on death it will be busted balance-wise.Plaguebreak isn't a DOT issue though, it is a Plaguebreak issue. Adjust Plaguebreak and the issue is solved.
Exactley.. I dont know why they are nerfing it in PvE. I built a fun build around it for PvE and it really does not need to be changed for PvE.
.The nerf should only affect PvP modes. There is no reason to change the cool-down in PvE. It would be very easy to nerf the set in PvP only, [snip]
The set drops from PVP boxes. Honestly, its usefulness in PVE is entirely irrelevant and shouldn't be considered at all. Since its entire purpose was as a tool to combat PVP groups.
Exactley.. I dont know why they are nerfing it in PvE. I built a fun build around it for PvE and it really does not need to be changed for PvE.
[snip]
The set is being balanced around its intended usage. [snip]
Its relevant to me and I am sure to other players as well. The biggest complaint around the set is its use in PvP and they mentioned it specifically in the patch notes, so it should only be adjusted in that environment.
[snip]
[snip]
[snip]
I completely disagree with that logic. One of the major fun factors of ESO is creating a build around how you like to play and what sets appeal to your play style. Just because a set drops from PvP or PvE does not mean that it is not relevant for use in one or the other and that should be considered.
But the set was explicitly designed with only 1 intention: limit the effectiveness of ball groups in Cyrodil. ANY balance considerations outside of that intended goal are not relevant. PVE applications of the set do not fall into the sets intended purpose, therefore, entirely irrelevant.
Tommy_The_Gun wrote: »The way I see it, this set should work differently on mobs / monsters and differently vs players (Similarly to how Teleport Strike used to work in the past).
The CCs could be tone down by 1 step if the target is a player. So Pull would be converted to Stun, and Stun Would be converted to snare.
GetAgrippa wrote: »Asking for Dark Convergence to be balanced around PvE is like asking for trial sets to be balanced for PvP. Minor Slayer is useless for PvP so I want all the trial sets with Minor Slayer to be changed to something useful for PvP. See how silly that sounds?
GetAgrippa wrote: »Asking for Dark Convergence to be balanced around PvE is like asking for trial sets to be balanced for PvP. Minor Slayer is useless for PvP so I want all the trial sets with Minor Slayer to be changed to something useful for PvP. See how silly that sounds?
Please help me understand where exactly I asked for the set to be balanced around PvE?
Here are the patch notes:
Dark Convergence: Increased the cool-down of this set to 25 seconds, up from 15, to help reduce the frequency in which it can introduce Ultimate-like effects to the battlefield.
What I suggested is to apply the cool down change only in a PvP environment since the original cool-down is not an issue in PvE as they stated "battlefield" in the notes. Many sets can be used for PvE and PvP, regardless of where they drop, so balance for both areas should be considered. I know people who have bleed builds for PvP and they use Bloodrinker, which drops from Bloodroot Forge. If they nerfed the bleed damage buff to 15% because it was to OP in PvE that would obviously affect PvP players also. My point is that if a set is OP in a certain environment and is fine in the other the nerf should only be active when in the OP environment. Nothing silly.
alternatelder wrote: »It should be removed entirely, the only time I've died in pvp in the past day was because of this idiotic carry set. It's the same fight every single time...pulled in, smashed by goliath.