Zyaneth_Bal wrote: »master_vanargand wrote: »Zyaneth_Bal wrote: »Turtle_Bot wrote: »Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
Also keep in mind that Night blades run major and minor expedition! They are quickly out of detect range. Most groups will have to burn multiple detect pots to kill a good night blade.
And even then those groups will have to be of at least above average in skill level to actually attempt to get that kill.Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
tbh I'm curious to see what happens with class populations this patch. All of the ability based "counters" to cloak that were reliable (ele sus, entropy, etc) got fixed this PTS cycle, yet NB has not received a single reduction to its survivability to account for that direct (and massive) buff to cloak (in fact its defensive buffs got easier to maintain on top of this).
Without those abilities being able to break cloak anymore (which did need addressing) and if NB survivability outside of cloak is not addressed even a tiny bit this PTS cycle, I would not be surprised to see the NB population explode again this patch as ganking becomes even easier and safer than ever before.
Btw elemental susceptibility applies concussed and chilled which are direct damage and direct damage removes stealth, so it is working as it should imo.
No, single direct damage does not remove stealth.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
This can be understood by reading the information written in the official old patch.
Single target direct damage does remove stealth, skills like curse and potl for instance. Your misunderstandings stems from the fact that there are very few sources of single target direct damage that actually remove stealth because they need a target and thus have to deal delayed damage because they obviously can’t be use when the target is already hidden.
Therefore the absolute majority of direct damage skills that remove stealth are aoe.
master_vanargand wrote: »If the player's health is within the execution range, they should die.
If you fail to manage your Health, you should accept it.
Undeath is set to be nerfed, so reconsider your other survival strategies.
Zyaneth_Bal wrote: »This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
You are both correct. Some builds can deal huge bursts of damage and high health is of the more reliable counters to that. It just so happens to also offer intense healing with little to no investment (however it must be noted that health scaling exists for the sake of pve tanks not pvp, sadly zos refuse to balnce pvp and pve separately). And putting together large health pool, strong healing and abundant mitigation from undeath in particular results into immense survivability.
As I said before all-around builds struggle finishing off opponents who are able to outheal sustained dps. Which in turn leads people to 100-0 builds.
Thus we have two prevalent types of builds at seemingly opposite sides of the spectrum at the same time.
Again as I said in my initial post this is a complex issue. Undeath most certainly was in need of a nerf but there are other factors and consequences to consider.
Zyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.
The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
I suggest you read my last post, if not change your opinion it might at least offer a different perspective.xylena_lazarow wrote: »Undeath was horribly overpowered, ZOS themselves found it to be triple the power it should've been, and nerfed accordingly. If you are dying too much, you have a legitimate complaint in the form of ranged burst proc stacking. This is the worst thing in PvP right now and should be nuked from the meta asap, starting with Tarnished Nightmare.
I did. Wanna know the secret to survival now? Run a defensive build. No more free 30% mitigation. You want tanky, you build tanky. Cross healing is its own issue, Undeath isn't a factor when health bars aren't moving in the first place.Zyaneth_Bal wrote: »I suggest you read my last post, if not change your opinion it might at least offer a different perspective.