Not just that. Any set that provides healing when something happens or HoT. Snake in the stars will pretty much "delete" healing sets - even the bad ones. On top of that there are also passives & CP that provide tiny bits of healing, but will trigger Snake in the stars. Imagine being killed by your own racial passive, just because you are Orc, or because you are Argonian and you drank the potion lol.danthemann5 wrote: »Oh, and if you're running Pale Order while solo, you're really in trouble.
danthemann5 wrote: »Here's some math:
The maximum theoretical damage from sparkle snek occurs with 9 HOTs (no Mara's) or 8 HOTs (with Mara's). This assumes worst-case timing, meaning that every HOT tick is spaced exactly 100 ms apart, ensuring each results in a sparkle snek damage tick. The maximum theoretical damage is 47,970, with a 4-second DPS of 11,993, and a 16-second (4 sec duration + 12 sec CD) DPS of 750.
The bottom line is this will do exactly nothing to ball groups, but anyone in a not-ball group is gonna take a beating.
TechMaybeHic wrote: »Snake in the Stars still seems to miss on mass incoming heals, yet effectively oppressive to damage that have small heals incoming back from damage done (puncturing sweeps, bloodthirst)
So the argument against getting rid of heal stacking is that DOTs stack. The different is DOT can be purged as well. Why not make something that purges enemy HOTs and isolates that person from getting outside heals for X seconds? I'd allow self heals to not make it a death sentence no matter what you do, but still addressing so many heals flying around stacks of players
Week 3 - Snake in the Stars
I want to just start by saying that I think using sets to target balance problems in PVP is a mistake. It is bad game design to force people into specific sets in order to counter balance issues. In most scenarios, sets that are added for this reason end up just exacerbating the problem in some manner. But with that being said...
The changes to this set this week are very good. It isn't often I feel that good changes to PVP focused sets are made, so bravo on this one.
It appears that you are targeting "ball groups" or just scenarios where HOTS are being stacked in excess, resulting in many different heal ticks per second and enormous, insurmountable HPS. This is the correct thing to target. These scenarios are easily the most problematic outliers when it comes to excessive healing in PVP right now. These groups undoubtedly cause a significant portion of the overall server strain & combat related calculations due to this playstyle, and this set is almost a great counter to them.
That being said, being limited to a single person per 12s is going to prevent this set from actually being a viable counter to ball groups/cross heal stacking.
It isn't enough to be able to apply this debuff to one single person out of a 12 man or larger stack of players. These groups are already able to easily shrug off coldfire & oil damage on their players without even purging it.
In order to allow this set to become a viable counter to the heal stacking behavior of large/coordinated groups, I would change it to not have a hard 12s cooldown for the wearer. Instead, it should only have the once per 12s target cooldown. This would allow the wearer to proc it on multiple people simultaneously (perhaps with a 100MS cooldown on application, if necessary). I would also reduce the damage to a flat 1,000.
While a potential maximum of 10k oblivion damage per second, this may seem too strong to some. However, consider the scenarios where a player is actually receiving 10 ticks of healing in a single second - in most of these, the player is receiving significantly more HPS than the potential 10k maximum DPS from snake in the stars. If it could proc on multiple players in these groups simultaneously, it would help offset their ridiculously high HPS to make them more susceptible to burst damage - something they are essentially immune to currently.
CURRENT, 8.3.2 VERSION
Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 4 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 1170 Daedric Damage, up to once per 100ms. An enemy can only be effected by one instance of Star Venom at a time, and only one instance of star venom every 12s.
SUGGESTED CHANGE
Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 4 seconds. Whenever an enemy with Star Venom is healed, they take 1170 Daedric Damage, up to once per 100ms. An enemy can only be effected by one instance of Star Venom at a time, and only one instance of star venom every 12s.
@ZOS_GinaBruno @ZOS_Kevin
The only way this set will not obliterate small group/pugs and solos is if there is a mechanic built in for multiple heals being layered needed to cause it to proc. Forget making a bomb build, just be a nightblade and debuff everyone in SOTS. You won't even need any other sets. Watch them heal themselves to death. Meanwhile the ball groups will roll on overhealing it anyway.
I can't wait.
ZOS_GinaBruno wrote: »Hey everyone, we've gotten a few messages today with concerns over some missed documentation on changes made to Runecarver's Blaze, as well as its current strength. We wanted to give you all a heads up that we will be making some adjustments that affect the power of the set, which will be included when this update goes live in a few weeks; updated values will be included in the patch notes when Update 37 launches.
Thanks to everyone who brought this to our attention!
ZOS_GinaBruno wrote: »Hey everyone, we've gotten a few messages today with concerns over some missed documentation on changes made to Runecarver's Blaze, as well as its current strength. We wanted to give you all a heads up that we will be making some adjustments that affect the power of the set, which will be included when this update goes live in a few weeks; updated values will be included in the patch notes when Update 37 launches.
Thanks to everyone who brought this to our attention!
ZOS_GinaBruno wrote: »Hey everyone, we've gotten a few messages today with concerns over some missed documentation on changes made to Runecarver's Blaze, as well as its current strength. We wanted to give you all a heads up that we will be making some adjustments that affect the power of the set, which will be included when this update goes live in a few weeks; updated values will be included in the patch notes when Update 37 launches.
Thanks to everyone who brought this to our attention!
ZOS_GinaBruno wrote: »Hey everyone, we've gotten a few messages today with concerns over some missed documentation on changes made to Runecarver's Blaze, as well as its current strength. We wanted to give you all a heads up that we will be making some adjustments that affect the power of the set, which will be included when this update goes live in a few weeks; updated values will be included in the patch notes when Update 37 launches.
Thanks to everyone who brought this to our attention!
This is a tad bit concerning Gina. If you're increasing the power of the set, we should be informed on what the changes are so we can properly test it before live to ensure it isn't broken or overperforming in some way.
It is very contradictory to potentially publish an untested PROC DAMAGE set, when SITS isn't being further adjusted in spite of our feedback because "you need more data from player interactions to determine if adjustments are needed".
Edit: There are two weeks until the patch goes live. If there are already changes planned for the set, or changes that have been made but not documented, can you just tell us what they are so we can at least check the numbers to see if they make sense? Isn't this the point of the PTS?
Envelop an enemy in a lightless sphere for 4 seconds, rebounding direct damage back on the target. Limited to one.
10% of all direct damage the target deals reflects back on the target, up to 4000 damage.
Envelop an enemy in a lightless sphere for 4 seconds, absorbing incoming heals and rebounding direct damage back on the target. Limited to one.
All incoming healing on the target is reduced by 60%. 10% of all direct damage the target deals reflects back on the target, up to 6000 damage.
If the target receives 8000 health or deals 4000 damage, the sphere explodes, applying Major Defile to all enemies within 8 meters for 4 seconds and stunning them for 4 seconds
Oh I don't know or just fix the issue of 30+ instances of the same heals stacking on everyone? I know I have repeated the same thing here in the forums a few times, but making a set to fix a game issue is lazy at its core. Zos should be tuning battle spirit not introducing sets like SitS to combat heal stacking, period.
Agree on that. It does not even require testing or logging on to PTS. If some one PvP-ed in Cyro at least once - you just know that SitS will be broken, no matter how much cool-down they will add. The very concept of the set in its core makes it game breaking. It is kinda sad that Devs are trying to "fix" mechanics by adding a set. They have other tools (like battle sprit), that would potentially fix a lot of problems.ForumBully wrote: »With Runecarver, loud and clear, message received...with SitS they just aren't sure yet of the absolutely obvious and they need a few more months to investigate.
The jokes write themselves sometimes.
Billium813 wrote: »Make Unstable Core hate on heals. It's already the perfect animation to represent to the effected player "You are not getting outside heals right now", it's already positioned as a PvP skill given it's terrible in PvE, and since Templar is trashed atm, Templar could use a new toy to make it somewhat relevant in PvP.
- Eclipse:
Envelop an enemy in a lightless sphere for 4 seconds, rebounding direct damage back on the target. Limited to one.
10% of all direct damage the target deals reflects back on the target, up to 4000 damage.
- Unstable Core (morph):
Envelop an enemy in a lightless sphere for 4 seconds, absorbing incoming heals and rebounding direct damage back on the target. Limited to one.
All incoming healing on the target is reduced by 60%. 10% of all direct damage the target deals reflects back on the target, up to 6000 damage.
If the target receives 8000 health or deals 4000 damage, the sphere explodes, applying Major Defile to all enemies within 8 meters for 4 seconds and stunning them for 4 seconds
The_Titan_Tim wrote: »Billium813 wrote: »Make Unstable Core hate on heals. It's already the perfect animation to represent to the effected player "You are not getting outside heals right now", it's already positioned as a PvP skill given it's terrible in PvE, and since Templar is trashed atm, Templar could use a new toy to make it somewhat relevant in PvP.
- Eclipse:
Envelop an enemy in a lightless sphere for 4 seconds, rebounding direct damage back on the target. Limited to one.
10% of all direct damage the target deals reflects back on the target, up to 4000 damage.
- Unstable Core (morph):
Envelop an enemy in a lightless sphere for 4 seconds, absorbing incoming heals and rebounding direct damage back on the target. Limited to one.
All incoming healing on the target is reduced by 60%. 10% of all direct damage the target deals reflects back on the target, up to 6000 damage.
If the target receives 8000 health or deals 4000 damage, the sphere explodes, applying Major Defile to all enemies within 8 meters for 4 seconds and stunning them for 4 seconds
At risk of sounding crazy here, but I actually love Unstable Core in PvP right now, it’s phenomenal when you can isolate a target, what I don’t love, is that it’s a choice between one of the best Single Target moves in the game, and quite literally the best HoT. Most players opt for Living Dark because it carries Templar defense.
I would much rather other less used abilities get some love, than yet another of our burst tools become niche, because you and I both know they wouldn’t give it that much Heal Absorption, and slap the same tooltip as all the other sets, setting it to around 4,000 heal negation, an absolutely negligible value.
Maybe they could add Heal Absorption on both morphs of Solar Flare? Dark Flare already applies Major Defile, it wouldn’t be too much of a reach.
What I would REALLY love is if they doubled down on the theme of Blazing Shield and gave Templar a parry/riposte type mechanic, where Blazing could last one or two seconds and shield way more, reflecting a ton while emphasizing well timed casts, costing nearly 4,000 Magicka every time you use it.
Templar and Warden are the only classes in the game without any built in mechanics to our gameplay, we don’t have stack build-ups like DK, Sorc, and Nightblade, and we can’t buff our abilities with corpses. It’s dreadfully boring at the moment.