@Chilly-McFreeze I'm not honestly sure what the answer is to that first question. More healing is better than less, for sure, so I guess people wearing maras are better equipped to handle Snake than those without. But at the same time maras is exactly the sort of small constantly recurring heal that will make a set like this eat at you. The purge will help of course, but only when the two cooldowns align. Ultimately the maras wearer will need to have other sources of healing as well.
The real counter to Snake is burst healing, not HoT stacking (which everyone complained about until recently.) And basically every class has a burst heal, with the exception of sorcs-- but shielding will also be a good counter.
But I guess I'm being accused of being biased for playing a Warden? I don't have anything to say to that. If you think the ONLY person here saying time to kill is too low and solo players need to die faster is crutching on warden tankyness then I think you're getting your signals crossed. I'm clearly HAPPY to see the problem you have with wardens be addressed. You're the ones not wanting to die.
Which brings me to my final point... Have you noticed the 2, 3, and 4 piece bonuses on Snake? Kinda garbage. Has anybody thought that the counter might be to just kill the squishy *** first??
No. You all think "well now we HAVE to run maras." And that alone is reason enough for the set to exist. Because instead of availing yourselves of more damage you'd rather just live. That is YOUR choice. "Talking about reinforcing a meta," indeed.
ForumBully wrote: »Well, while I do kindve agree that proc sets are lame in general, I still think this one serves a purpose.
Time to kill in this game needs to be lower. Period.
Didn't we all agree on that like two weeks ago?
And didn't we also know that this would hurt solo/small scale more than ball groups just... Because?
Why does the introduction of a single set change so many minds? Why is everyone that used to hate Maras now complaining that this set will lead to everyone wearing maras? Too many people are already wearing maras. This is a response to maras-- maras is not a response to this.
People are so worried about what their problem will become they completely forget what the problem IS.
ZoS has refused for years to recognize what the problem is, especially when it comes to PvP. No one has forgotten, but it's been made clear that there is no interest in addressing the problem. Sets like Maras and now Stars are imagined and reintroduced every update only to be nerfed a couple of updates later. As long as people pay for this content, they continue to reinvent this garbage. But...I guess people still love their craft bags, so here we are.
Necrotech_Master wrote: »ForumBully wrote: »Well, while I do kindve agree that proc sets are lame in general, I still think this one serves a purpose.
Time to kill in this game needs to be lower. Period.
Didn't we all agree on that like two weeks ago?
And didn't we also know that this would hurt solo/small scale more than ball groups just... Because?
Why does the introduction of a single set change so many minds? Why is everyone that used to hate Maras now complaining that this set will lead to everyone wearing maras? Too many people are already wearing maras. This is a response to maras-- maras is not a response to this.
People are so worried about what their problem will become they completely forget what the problem IS.
ZoS has refused for years to recognize what the problem is, especially when it comes to PvP. No one has forgotten, but it's been made clear that there is no interest in addressing the problem. Sets like Maras and now Stars are imagined and reintroduced every update only to be nerfed a couple of updates later. As long as people pay for this content, they continue to reinvent this garbage. But...I guess people still love their craft bags, so here we are.
this set is rewards of the worthy, which is available free as part of the base game, nobody is paying for this set lol
i personally am surprised that this set isnt like other oblivion dmg sets and doing %health dmg, but thats probably what its going to get changed to post release, or even before release
TechMaybeHic wrote: »I'd like to see:
(5 items) Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. Whenever an enemy with Star Venom is healed, they get a stack of venom for .5 seconds. Being healed adds a stack and refreshes existing. If the enemy get 3 stacks take 2848 Daedric Damage. An enemy can only be effected by one instance of Star Venom at a time.
Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
I think this set proc condition should be limited to "player casted abilities" only. Maybe even just to HoT abilities. Right now it procs of literally everything which is kinda ridiculousHi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
ForumBully wrote: »Maybe lots of Radiating Regens shouldn't stack....might want to take a gander in that direction rather than trying conjure a set to deal with it
Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
Shokasegambit1 wrote: »Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
Re-evaluating = completely destroying this sets damage and utility for tanky players or to counter mara's builds, great job and nerfing a fun set into oblivion again.
I don't even know how or what is going nerfed on it but the track record shows it will be completely useless for another pvp set.
There is so much bias towards playstyles in classes now that it's not even fun anymore. With nerfing playstyles at an all-time high, the arc class seem won't even be different to play giving that everyone has streak with mist form ?
Everything is the same now and more mathematical than creative, when will you reward fun creative playstyles again ? At least have some counters in the game so everyone isn't wearing the same 2 sets in pvp Rally and Mara's ?
This is also good idea and definitely better than what this set does now. There should definitely be more restrictions - for example imho it should not proc of passives, enchantments and CP and sets but rather only from player casted abilities & synergies. The other issue I can see is that it will still affect "random" healers. They will be trying to help one player that is dying, but unwittingly they will be killing some else.acastanza_ESO wrote: »One potential idea would be to make it trigger off of overheals. For example; no damage up front, but, if you're overhealed while under the effect of Star Venom all active HOT effects are removed and you take some amount of Oblivion damage that scales (up to a reasonably punishing max health%) based on the number of HOTs that were removed.
I think something like this would do a more effective job of targeting the extreme-heal-stacking niche that the set desirable for.
Tommy_The_Gun wrote: »This is also good idea and definitely better than what this set does now. There should definitely be more restrictions - for example imho it should not proc of passives, enchantments and CP and sets but rather only from player casted abilities & synergies. The other issue I can see is that it will still affect "random" healers. They will be trying to help one player that is dying, but unwittingly they will be killing some else.acastanza_ESO wrote: »One potential idea would be to make it trigger off of overheals. For example; no damage up front, but, if you're overhealed while under the effect of Star Venom all active HOT effects are removed and you take some amount of Oblivion damage that scales (up to a reasonably punishing max health%) based on the number of HOTs that were removed.
I think something like this would do a more effective job of targeting the extreme-heal-stacking niche that the set desirable for.
But imho the biggest issue is re-applying Snake in Stars (for free via Weakness to Elements) - effectively interrupting every heal & preventing you from using any heal at all. Sounds very toxic.
In general I think it is a shame that ZOS is trying to solve stacking healing abilities by adding a set. It seems like a lazy duct tape solution that won't solve anything & instead introduce more problems.
Things like this should be balanced out by you know... battle spirit. They have this universal
buff/de-buff system made to balance out PvP. So if grouped players are the primary cause of the issue in PvP, then why not add some kind of condition to battle spirit ? So stuff could get weaker the more players are in the group or something. Definitely better solution than introducing a broken set to heal broken gameplay mechanics.
Tommy_The_Gun wrote: »This is also good idea and definitely better than what this set does now. There should definitely be more restrictions - for example imho it should not proc of passives, enchantments and CP and sets but rather only from player casted abilities & synergies. The other issue I can see is that it will still affect "random" healers. They will be trying to help one player that is dying, but unwittingly they will be killing some else.acastanza_ESO wrote: »One potential idea would be to make it trigger off of overheals. For example; no damage up front, but, if you're overhealed while under the effect of Star Venom all active HOT effects are removed and you take some amount of Oblivion damage that scales (up to a reasonably punishing max health%) based on the number of HOTs that were removed.
I think something like this would do a more effective job of targeting the extreme-heal-stacking niche that the set desirable for.
But imho the biggest issue is re-applying Snake in Stars (for free via Weakness to Elements) - effectively interrupting every heal & preventing you from using any heal at all. Sounds very toxic.
In general I think it is a shame that ZOS is trying to solve stacking healing abilities by adding a set. It seems like a lazy duct tape solution that won't solve anything & instead introduce more problems.
Things like this should be balanced out by you know... battle spirit. They have this universal
buff/de-buff system made to balance out PvP. So if grouped players are the primary cause of the issue in PvP, then why not add some kind of condition to battle spirit ? So stuff could get weaker the more players are in the group or something. Definitely better solution than introducing a broken set to heal broken gameplay mechanics.
Tommy_The_Gun wrote: »The other issue I can see is that it will still affect "random" healers. They will be trying to help one player that is dying, but unwittingly they will be killing some else.
Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
ForumBully wrote: »Purge spamming is a problem? Let's add a set.
Large groups not dying? Add a set.
Not enough good DoT pressure? Let's add sets.
Too many DoTs? Let's add a set to purge them.
Let's add sets for every reason possible to avoid looking at class balance problems and problematic game mechanics. And if the set we add causes a problem, we'll add a set for that next time.
ForumBully wrote: »Purge spamming is a problem? Let's add a set.
Large groups not dying? Add a set.
Not enough good DoT pressure? Let's add sets.
Too many DoTs? Let's add a set to purge them.
Let's add sets for every reason possible to avoid looking at class balance problems and problematic game mechanics. And if the set we add causes a problem, we'll add a set for that next time.