I think any counters to health based builds is a good thing. Too many metas where you can stack high health high survivability and still kill players, so any counters to high health is a good thing imo.
Now the PVE crowd who this update is intended for, will probably not agree so they won't support such a change.
I think any counters to health based builds is a good thing. Too many metas where you can stack high health high survivability and still kill players, so any counters to high health is a good thing imo.
Now the PVE crowd who this update is intended for, will probably not agree so they won't support such a change.
Problem with counters like that in general is that they always end up targeting the most those who are not abusing things that this counters are meant to counter.
For example let's assume You have a 30k HP player and a 40k HP player. After applying mangle to both that 30k HP player will end up with 27k and that 40k HP player with 36k HP. So difference in their health barely changed but when 36k HP can still take come hefty combo and survive, that 27k HP player will now have to be extra cautious and one mistake will cost him life. So at the end of the day tanky players are still tanky and those who were not building for tankiness are becoming squishier. So with supposed counters to tankiness game is paradoxically punishing people for not building tanky, encouraging tank meta even more.
The same issues is repeating with many subjects. Healing debuffs are usually the strongest against people with weak healing and increasing overall damage pressure is the strongest against people with less tankiness. ZoS heavily fails in introducing features that would allow to build specifically to target tanky setups without targeting everyone else even more.
I think any counters to health based builds is a good thing. Too many metas where you can stack high health high survivability and still kill players, so any counters to high health is a good thing imo.
Now the PVE crowd who this update is intended for, will probably not agree so they won't support such a change.
Problem with counters like that in general is that they always end up targeting the most those who are not abusing things that this counters are meant to counter.
For example let's assume You have a 30k HP player and a 40k HP player. After applying mangle to both that 30k HP player will end up with 27k and that 40k HP player with 36k HP. So difference in their health barely changed but when 36k HP can still take come hefty combo and survive, that 27k HP player will now have to be extra cautious and one mistake will cost him life. So at the end of the day tanky players are still tanky and those who were not building for tankiness are becoming squishier. So with supposed counters to tankiness game is paradoxically punishing people for not building tanky, encouraging tank meta even more.
The same issues is repeating with many subjects. Healing debuffs are usually the strongest against people with weak healing and increasing overall damage pressure is the strongest against people with less tankiness. ZoS heavily fails in introducing features that would allow to build specifically to target tanky setups without targeting everyone else even more.
Normally I would agree, but this is a matter of having a counter versus virtually deleting out a counter entirely. It's like defile debate, people have said the same for defile and how it can affect people who aren't abusing heals more.
But at least defile exists in the game still in many sources. Minor mangle is a rare debuff to find in skills, this is almost deleting it from the game's PVP, which is already in a state where too many people are survivable.
I think any counters to health based builds is a good thing. Too many metas where you can stack high health high survivability and still kill players, so any counters to high health is a good thing imo.
Now the PVE crowd who this update is intended for, will probably not agree so they won't support such a change.
Problem with counters like that in general is that they always end up targeting the most those who are not abusing things that this counters are meant to counter.
For example let's assume You have a 30k HP player and a 40k HP player. After applying mangle to both that 30k HP player will end up with 27k and that 40k HP player with 36k HP. So difference in their health barely changed but when 36k HP can still take come hefty combo and survive, that 27k HP player will now have to be extra cautious and one mistake will cost him life. So at the end of the day tanky players are still tanky and those who were not building for tankiness are becoming squishier. So with supposed counters to tankiness game is paradoxically punishing people for not building tanky, encouraging tank meta even more.
The same issues is repeating with many subjects. Healing debuffs are usually the strongest against people with weak healing and increasing overall damage pressure is the strongest against people with less tankiness. ZoS heavily fails in introducing features that would allow to build specifically to target tanky setups without targeting everyone else even more.
Normally I would agree, but this is a matter of having a counter versus virtually deleting out a counter entirely. It's like defile debate, people have said the same for defile and how it can affect people who aren't abusing heals more.
But at least defile exists in the game still in many sources. Minor mangle is a rare debuff to find in skills, this is almost deleting it from the game's PVP, which is already in a state where too many people are survivable.
The whole issue is that mangle is not a counter against high health setups. High health setups are counter against mangle.
I think any counters to health based builds is a good thing. Too many metas where you can stack high health high survivability and still kill players, so any counters to high health is a good thing imo.
Now the PVE crowd who this update is intended for, will probably not agree so they won't support such a change.
Problem with counters like that in general is that they always end up targeting the most those who are not abusing things that this counters are meant to counter.
For example let's assume You have a 30k HP player and a 40k HP player. After applying mangle to both that 30k HP player will end up with 27k and that 40k HP player with 36k HP. So difference in their health barely changed but when 36k HP can still take come hefty combo and survive, that 27k HP player will now have to be extra cautious and one mistake will cost him life. So at the end of the day tanky players are still tanky and those who were not building for tankiness are becoming squishier. So with supposed counters to tankiness game is paradoxically punishing people for not building tanky, encouraging tank meta even more.
The same issues is repeating with many subjects. Healing debuffs are usually the strongest against people with weak healing and increasing overall damage pressure is the strongest against people with less tankiness. ZoS heavily fails in introducing features that would allow to build specifically to target tanky setups without targeting everyone else even more.
Normally I would agree, but this is a matter of having a counter versus virtually deleting out a counter entirely. It's like defile debate, people have said the same for defile and how it can affect people who aren't abusing heals more.
But at least defile exists in the game still in many sources. Minor mangle is a rare debuff to find in skills, this is almost deleting it from the game's PVP, which is already in a state where too many people are survivable.
The whole issue is that mangle is not a counter against high health setups. High health setups are counter against mangle.
High health has never been a counter to mangle, it's always been a response to high damage metas. Like for example malacath meta, people would build high health because it's possible to still deal damage because of malacath's 25% and procs and you can survive with it.
Right now people are building high health NOT because mangle exists, it's because damage is high SOLELY because of procs( and high damage gank builds). It has nothing to do with mangle in it's current state.
Not to mention that you serve to benefit from high HP from tons of health scaling skills like Green dragons blood, Sorc shields, Dark cloak, Arcanist shields, Warden polar wind, so on and so forth.
The point is the game rewards you for being high health, so people are gonna build it, especially when they're more scared to die than ever because of uncounterable proc damage. There's no incentive not to and it has nothing to do with mangle existing.
I think any counters to health based builds is a good thing. Too many metas where you can stack high health high survivability and still kill players, so any counters to high health is a good thing imo.
Now the PVE crowd who this update is intended for, will probably not agree so they won't support such a change.
Problem with counters like that in general is that they always end up targeting the most those who are not abusing things that this counters are meant to counter.
For example let's assume You have a 30k HP player and a 40k HP player. After applying mangle to both that 30k HP player will end up with 27k and that 40k HP player with 36k HP. So difference in their health barely changed but when 36k HP can still take come hefty combo and survive, that 27k HP player will now have to be extra cautious and one mistake will cost him life. So at the end of the day tanky players are still tanky and those who were not building for tankiness are becoming squishier. So with supposed counters to tankiness game is paradoxically punishing people for not building tanky, encouraging tank meta even more.
The same issues is repeating with many subjects. Healing debuffs are usually the strongest against people with weak healing and increasing overall damage pressure is the strongest against people with less tankiness. ZoS heavily fails in introducing features that would allow to build specifically to target tanky setups without targeting everyone else even more.
Normally I would agree, but this is a matter of having a counter versus virtually deleting out a counter entirely. It's like defile debate, people have said the same for defile and how it can affect people who aren't abusing heals more.
But at least defile exists in the game still in many sources. Minor mangle is a rare debuff to find in skills, this is almost deleting it from the game's PVP, which is already in a state where too many people are survivable.
The whole issue is that mangle is not a counter against high health setups. High health setups are counter against mangle.
High health has never been a counter to mangle, it's always been a response to high damage metas. Like for example malacath meta, people would build high health because it's possible to still deal damage because of malacath's 25% and procs and you can survive with it.
Right now people are building high health NOT because mangle exists, it's because damage is high SOLELY because of procs( and high damage gank builds). It has nothing to do with mangle in it's current state.
Not to mention that you serve to benefit from high HP from tons of health scaling skills like Green dragons blood, Sorc shields, Dark cloak, Arcanist shields, Warden polar wind, so on and so forth.
The point is the game rewards you for being high health, so people are gonna build it, especially when they're more scared to die than ever because of uncounterable proc damage. There's no incentive not to and it has nothing to do with mangle existing.
I never said high health is an intentional counter to mangle that people build for specifically. It's just a counter simply by its nature. You don't counter people with high HP with mangle You counter people with lower HP with it. So at the end of the day high health player remain at high health and low health players starts considering increasing their health.
necro_the_crafter wrote: »minor mangle is stronger than major vuln, its shouldnt be easily sourced.
Increasings enemies damage recieved by 10% means you have to deal 10% less overall damage to kill them, but they still has their full health scaling abilities and passives work to a full extent like a warden heal, undeath or sets like pariah.
But mangle stright out removes 10% from hp pool, which is even better then oblivion damage,cuz you cant heal that, while also cuts all health scaling effects, and basicly like a major vuln, you have to deal 10% less overall damage to kill your target.
for examle your target have 11k health, and your hits do 5k damage - in this matter you have to hit 3 times to kill
now lets introduce major vuln, your hits now do 5.5k damage, 2 hits to kill
now lets look at the mangle 11k - 10%(1.1k) = 9.9k health left, 2 hits to kill
considering above scaling factors, thay actualy the same, but major vuln is higly valued and rarely sourced form 1 class ulti and two sets, while mangle was a status proc avalible to anyone.
Necrotech_Master wrote: »mangle does not work against most boss enemies and even some elites, so in actual PVE content like trials and dungeons, in the fights that matter mangle wont even do anything
I think any counters to health based builds is a good thing. Too many metas where you can stack high health high survivability and still kill players, so any counters to high health is a good thing imo.
Now the PVE crowd who this update is intended for, will probably not agree so they won't support such a change.
Problem with counters like that in general is that they always end up targeting the most those who are not abusing things that this counters are meant to counter.
For example let's assume You have a 30k HP player and a 40k HP player. After applying mangle to both that 30k HP player will end up with 27k and that 40k HP player with 36k HP. So difference in their health barely changed but when 36k HP can still take come hefty combo and survive, that 27k HP player will now have to be extra cautious and one mistake will cost him life. So at the end of the day tanky players are still tanky and those who were not building for tankiness are becoming squishier. So with supposed counters to tankiness game is paradoxically punishing people for not building tanky, encouraging tank meta even more.
The same issues is repeating with many subjects. Healing debuffs are usually the strongest against people with weak healing and increasing overall damage pressure is the strongest against people with less tankiness. ZoS heavily fails in introducing features that would allow to build specifically to target tanky setups without targeting everyone else even more.
Normally I would agree, but this is a matter of having a counter versus virtually deleting out a counter entirely. It's like defile debate, people have said the same for defile and how it can affect people who aren't abusing heals more.
But at least defile exists in the game still in many sources. Minor mangle is a rare debuff to find in skills, this is almost deleting it from the game's PVP, which is already in a state where too many people are survivable.
The whole issue is that mangle is not a counter against high health setups. High health setups are counter against mangle.
High health has never been a counter to mangle, it's always been a response to high damage metas. Like for example malacath meta, people would build high health because it's possible to still deal damage because of malacath's 25% and procs and you can survive with it.
Right now people are building high health NOT because mangle exists, it's because damage is high SOLELY because of procs( and high damage gank builds). It has nothing to do with mangle in it's current state.
Not to mention that you serve to benefit from high HP from tons of health scaling skills like Green dragons blood, Sorc shields, Dark cloak, Arcanist shields, Warden polar wind, so on and so forth.
The point is the game rewards you for being high health, so people are gonna build it, especially when they're more scared to die than ever because of uncounterable proc damage. There's no incentive not to and it has nothing to do with mangle existing.
I never said high health is an intentional counter to mangle that people build for specifically. It's just a counter simply by its nature. You don't counter people with high HP with mangle You counter people with lower HP with it. So at the end of the day high health player remain at high health and low health players starts considering increasing their health.
You said high health setups are a counter against mangle which is not true. No one in eso history has said "Oh woops i'm mangled, gotta get more health my setup to counter that"
People are saying that in response to high damage metas, proc based builds gimping them, bomb builds, gankers and because high health rewards you for it.
It's weird to want to remove sources of a debuff just because of the logic, "well it will hurt the little guy" as if people are going out of their way to find a rare debuff like mangle just to debuff weak players. Most players aren't saying, "well I need to slot impulse to kill this person" and the only ones that do are ball group players, but ball groups are strong because of damage procs and healing, not because of mangle.