El_Borracho wrote: »My guess, and this is just a guess, is that it had something to do with the amount of players complaining about Maarselok in PVP.
CameraBeardThePirate wrote: »El_Borracho wrote: »My guess, and this is just a guess, is that it had something to do with the amount of players complaining about Maarselok in PVP.
That doesn't really make sense though?
Maarselok has a very small chance to even apply diseased in the first place.
Sure, Defile makes Maarselok better, but so does literally every other negative effect.
Defile needs to matter again. Buff it.
- Someone with Major Vitality (+12%) can expect to be debuffed by -14% on their healing and shield size against a necro with blighted bb (-26%). Hard to source buff, but gets beaten by the only skill in the game that can guarantee both status effects at once.
- Someone with Major Vitality (+12%) can expect to be debuffed by -14% on their healing and shield size against a necro with blighted bb (-26%). Hard to source buff, but gets beaten by the only skill in the game that can guarantee both status effects at once.
Claws of anguish guarantee both too.
the1andonlyskwex wrote: »I agree with this proposal, although you did forget Dark Flare as an easy source of Major Defile. Fortunately, it could use a buff.
Offensive buffs should always be stronger than defensive to reduce stalemating.
- Someone with Major Vitality (+12%) can expect to be debuffed by -14% on their healing and shield size against a necro with blighted bb (-26%). Hard to source buff, but gets beaten by the only skill in the game that can guarantee both status effects at once.
Claws of anguish guarantee both too.
Thank you. I have updated the OP.the1andonlyskwex wrote: »I agree with this proposal, although you did forget Dark Flare as an easy source of Major Defile. Fortunately, it could use a buff.
I purposefully left Dark Flare off the list. I said "easily" sourced and I think I stand by that. Dark Flare is definitely unique, hits hard, and is an interesting skill in the plar toolkit, but it's single target and has a cast time. The 3 skills I mentioned are instant cast aoe's that create the debuff, two of which are ranged. A WW will cast claws of anguish frequently enough in a rotation that major and minor defile maintains high uptime against a group and a necro can have 90+% uptime on major and minor defile at range on a group.
Necrotech_Master wrote: »- Someone with Major Vitality (+12%) can expect to be debuffed by -14% on their healing and shield size against a necro with blighted bb (-26%). Hard to source buff, but gets beaten by the only skill in the game that can guarantee both status effects at once.
Claws of anguish guarantee both too.
Thank you. I have updated the OP.the1andonlyskwex wrote: »I agree with this proposal, although you did forget Dark Flare as an easy source of Major Defile. Fortunately, it could use a buff.
I purposefully left Dark Flare off the list. I said "easily" sourced and I think I stand by that. Dark Flare is definitely unique, hits hard, and is an interesting skill in the plar toolkit, but it's single target and has a cast time. The 3 skills I mentioned are instant cast aoe's that create the debuff, two of which are ranged. A WW will cast claws of anguish frequently enough in a rotation that major and minor defile maintains high uptime against a group and a necro can have 90+% uptime on major and minor defile at range on a group.
FYI the dmg on dark flare is single target, but it applies defile in an aoe around the target (specifically 8 meters)
while it still has the cast time, it can be used from range and does apply defile in aoe
This is yet another form of feedback that was pointed out several times by various people on the PTS forum, that was then subsequently ignored and went to live. @ZOS_Kevin was tagged on it, as was @ZOS_GinaBruno.
Defile's numbers were downgraded from a combined 26% to a combined 18%. The compensation for this, as stated in the patch notes, was to be a counter for Major and Minor Vitality which was also downgraded because the buff would now affect shield sizes. The problem with this lies in the fact that there are 4 possible buffs that affect healing - Maj and Min Vitality and Maj and Min Mending. A player with both Maj Vitality and Maj Mending not only counters Maj and Min Defile, but the player still enjoys an extra 4% of increased healing after being debuffed, likely by the two skills in the game (Blighted Blastbones & Claws of Anguish) that can guarantee both debuffs at the same time.
The only saving grace to this is that Major Vitality is not easily sourced unless you're near a healer with Mender's Ward or are a troll tank with Malubeth. It's more likely that any given player has Major and Minor Mending.
Maybe you're unaware ZOS, but healing AND shields are completely overtuned, and after 24 hours of playing this patch, will continue to be overtuned. Defile should not have been adjusted at all. It should have just received the buff of downgrading shields (which are extremely high right now). Stronger than Maj + Min Vitality, but still weaker than MajMin Vitality + MajMin Mending* which is a combined total of 48% buffed healing and 18% buffed shield size (*this likelihood is extremely low, but just shows the possible buffing profit that might incentivize someone to try).
Sourcing Maj Vitality and Mending at the same time isn't easy, sure, just like Major Defile is only easily sourced via 4 skills - Blighted Blastbones, Claws of Anguish, Dark Flare, and Corrupting Pollen. All of those Defile skills are class locked except for Claws of Anguish, which is transformation locked (you need to be a werewolf and transformed in order to gain access to the skill). Minor Defile is easily sourced via disease glyphs. Buffing Maj and Min Defile a bit alone to be the same numbers as Mending would be a great boost to necro and WW (Necro would still be a trash can, but at least it wouldn't also be the dumpster fire that it is now without Stalking BB). Necro and WW would instantly become a check on the rampant overtuned healing and shield stacking present in Cyro.
Should this proposal actually make it to a devs eyes:
- Someone with Major Vitality (+12%) can expect to enjoy an extra 4% of healing and shield size against an opponent who only has Minor Defile (-8%). Hard to source buff, beats the easy sourced debuff.
- Someone with Major Mending (+18%) can expect to enjoy an extra 10% of healing, but -8% shield size against an opponent who only has Minor Defile (-8%). Both easily sourced, checks and balances, but Major still beats Minor in terms of power since healing tooltips are generally higher than shield tooltips.
- Someone with Major Vitality (+12%) can expect to be debuffed by -14% on their healing and shield size against a necro with blighted bb (-26%). Hard to source buff, but gets beaten by the two skills in the game that can guarantee both status effects at once.
- Should someone be able to source Minor Vitality and Major Mending (+24% healing, +6% shields), they would still (mostly) negate the healing debuff from the two skills in the game that guarantee both status debuffs, and take a -2% hit to their heals and a -20% hit to their damage shields. This scenario is a sorc healer, a warden healer, or templar healer. Given that there are only 12 (probably) necro's left in Cyro, and puppies are only slightly more common, this scenario against Minor Defile alone would see the user enjoy +14% healing with a -2% hit to their shields.
- Add in Minor Mending into the above scenario and you have a healer that has +32% healing and +6% shield size. Against someone with only Minor Defile, they would enjoy +26% healing and have their shield size debuffed by only -2%.
Nerfing it to match only one combination of those buffs is just another example of poor combat design because there is no counter to Maj and Min Mending, which was left untouched and has higher percentages than Defile. Defile is the catch all for all four.
TL;DR - Major and Minor Defile need to be stronger than Major and Minor Vitality alone, but should be weaker than combinations of Major and Minor Vitality and Mending.
I should also mention that this change doesn't even require a balance between PvE and PvP because defile is only a combat mechanic in PvP* (*as far as I know. I'm a smooth brained 100% PvP player and haven't stepped foot in PvE in years)
StarOfElyon wrote: »This is yet another form of feedback that was pointed out several times by various people on the PTS forum, that was then subsequently ignored and went to live. @ZOS_Kevin was tagged on it, as was @ZOS_GinaBruno.
Defile's numbers were downgraded from a combined 26% to a combined 18%. The compensation for this, as stated in the patch notes, was to be a counter for Major and Minor Vitality which was also downgraded because the buff would now affect shield sizes. The problem with this lies in the fact that there are 4 possible buffs that affect healing - Maj and Min Vitality and Maj and Min Mending. A player with both Maj Vitality and Maj Mending not only counters Maj and Min Defile, but the player still enjoys an extra 4% of increased healing after being debuffed, likely by the two skills in the game (Blighted Blastbones & Claws of Anguish) that can guarantee both debuffs at the same time.
The only saving grace to this is that Major Vitality is not easily sourced unless you're near a healer with Mender's Ward or are a troll tank with Malubeth. It's more likely that any given player has Major and Minor Mending.
Maybe you're unaware ZOS, but healing AND shields are completely overtuned, and after 24 hours of playing this patch, will continue to be overtuned. Defile should not have been adjusted at all. It should have just received the buff of downgrading shields (which are extremely high right now). Stronger than Maj + Min Vitality, but still weaker than MajMin Vitality + MajMin Mending* which is a combined total of 48% buffed healing and 18% buffed shield size (*this likelihood is extremely low, but just shows the possible buffing profit that might incentivize someone to try).
Sourcing Maj Vitality and Mending at the same time isn't easy, sure, just like Major Defile is only easily sourced via 4 skills - Blighted Blastbones, Claws of Anguish, Dark Flare, and Corrupting Pollen. All of those Defile skills are class locked except for Claws of Anguish, which is transformation locked (you need to be a werewolf and transformed in order to gain access to the skill). Minor Defile is easily sourced via disease glyphs. Buffing Maj and Min Defile a bit alone to be the same numbers as Mending would be a great boost to necro and WW (Necro would still be a trash can, but at least it wouldn't also be the dumpster fire that it is now without Stalking BB). Necro and WW would instantly become a check on the rampant overtuned healing and shield stacking present in Cyro.
Should this proposal actually make it to a devs eyes:
- Someone with Major Vitality (+12%) can expect to enjoy an extra 4% of healing and shield size against an opponent who only has Minor Defile (-8%). Hard to source buff, beats the easy sourced debuff.
- Someone with Major Mending (+18%) can expect to enjoy an extra 10% of healing, but -8% shield size against an opponent who only has Minor Defile (-8%). Both easily sourced, checks and balances, but Major still beats Minor in terms of power since healing tooltips are generally higher than shield tooltips.
- Someone with Major Vitality (+12%) can expect to be debuffed by -14% on their healing and shield size against a necro with blighted bb (-26%). Hard to source buff, but gets beaten by the two skills in the game that can guarantee both status effects at once.
- Should someone be able to source Minor Vitality and Major Mending (+24% healing, +6% shields), they would still (mostly) negate the healing debuff from the two skills in the game that guarantee both status debuffs, and take a -2% hit to their heals and a -20% hit to their damage shields. This scenario is a sorc healer, a warden healer, or templar healer. Given that there are only 12 (probably) necro's left in Cyro, and puppies are only slightly more common, this scenario against Minor Defile alone would see the user enjoy +14% healing with a -2% hit to their shields.
- Add in Minor Mending into the above scenario and you have a healer that has +32% healing and +6% shield size. Against someone with only Minor Defile, they would enjoy +26% healing and have their shield size debuffed by only -2%.
Nerfing it to match only one combination of those buffs is just another example of poor combat design because there is no counter to Maj and Min Mending, which was left untouched and has higher percentages than Defile. Defile is the catch all for all four.
TL;DR - Major and Minor Defile need to be stronger than Major and Minor Vitality alone, but should be weaker than combinations of Major and Minor Vitality and Mending.
I should also mention that this change doesn't even require a balance between PvE and PvP because defile is only a combat mechanic in PvP* (*as far as I know. I'm a smooth brained 100% PvP player and haven't stepped foot in PvE in years)
I guess the plan is to implement more sources of defile through scribing.
This is yet another form of feedback that was pointed out several times by various people on the PTS forum, that was then subsequently ignored and went to live. @ZOS_Kevin was tagged on it, as was @ZOS_GinaBruno.
Defile's numbers were downgraded from a combined 26% to a combined 18%. The compensation for this, as stated in the patch notes, was to be a counter for Major and Minor Vitality which was also downgraded because the buff would now affect shield sizes. The problem with this lies in the fact that there are 4 possible buffs that affect healing - Maj and Min Vitality and Maj and Min Mending. A player with both Maj Vitality and Maj Mending not only counters Maj and Min Defile, but the player still enjoys an extra 4% of increased healing after being debuffed, likely by the two skills in the game (Blighted Blastbones & Claws of Anguish) that can guarantee both debuffs at the same time.
The only saving grace to this is that Major Vitality is not easily sourced unless you're near a healer with Mender's Ward or are a troll tank with Malubeth. It's more likely that any given player has Major and Minor Mending.
Maybe you're unaware ZOS, but healing AND shields are completely overtuned, and after 24 hours of playing this patch, will continue to be overtuned. Defile should not have been adjusted at all. It should have just received the buff of downgrading shields (which are extremely high right now). Stronger than Maj + Min Vitality, but still weaker than MajMin Vitality + MajMin Mending* which is a combined total of 48% buffed healing and 18% buffed shield size (*this likelihood is extremely low, but just shows the possible buffing profit that might incentivize someone to try).
Sourcing Maj Vitality and Mending at the same time isn't easy, sure, just like Major Defile is only easily sourced via 4 skills - Blighted Blastbones, Claws of Anguish, Dark Flare, and Corrupting Pollen. All of those Defile skills are class locked except for Claws of Anguish, which is transformation locked (you need to be a werewolf and transformed in order to gain access to the skill). Minor Defile is easily sourced via disease glyphs. Buffing Maj and Min Defile a bit alone to be the same numbers as Mending would be a great boost to necro and WW (Necro would still be a trash can, but at least it wouldn't also be the dumpster fire that it is now without Stalking BB). Necro and WW would instantly become a check on the rampant overtuned healing and shield stacking present in Cyro.
Should this proposal actually make it to a devs eyes:
- Someone with Major Vitality (+12%) can expect to enjoy an extra 4% of healing and shield size against an opponent who only has Minor Defile (-8%). Hard to source buff, beats the easy sourced debuff.
- Someone with Major Mending (+18%) can expect to enjoy an extra 10% of healing, but -8% shield size against an opponent who only has Minor Defile (-8%). Both easily sourced, checks and balances, but Major still beats Minor in terms of power since healing tooltips are generally higher than shield tooltips.
- Someone with Major Vitality (+12%) can expect to be debuffed by -14% on their healing and shield size against a necro with blighted bb (-26%). Hard to source buff, but gets beaten by the two skills in the game that can guarantee both status effects at once.
- Should someone be able to source Minor Vitality and Major Mending (+24% healing, +6% shields), they would still (mostly) negate the healing debuff from the two skills in the game that guarantee both status debuffs, and take a -2% hit to their heals and a -20% hit to their damage shields. This scenario is a sorc healer, a warden healer, or templar healer. Given that there are only 12 (probably) necro's left in Cyro, and puppies are only slightly more common, this scenario against Minor Defile alone would see the user enjoy +14% healing with a -2% hit to their shields.
- Add in Minor Mending into the above scenario and you have a healer that has +32% healing and +6% shield size. Against someone with only Minor Defile, they would enjoy +26% healing and have their shield size debuffed by only -2%.
Nerfing it to match only one combination of those buffs is just another example of poor combat design because there is no counter to Maj and Min Mending, which was left untouched and has higher percentages than Defile. Defile is the catch all for all four.
TL;DR - Major and Minor Defile need to be stronger than Major and Minor Vitality alone, but should be weaker than combinations of Major and Minor Vitality and Mending.
I should also mention that this change doesn't even require a balance between PvE and PvP because defile is only a combat mechanic in PvP* (*as far as I know. I'm a smooth brained 100% PvP player and haven't stepped foot in PvE in years)