the1andonlyskwex wrote: »2019
Avran_Sylt wrote: »the1andonlyskwex wrote: »2019
Ah yeah, stopped playing for quite a while around then.
huh. Kinda an odd choice.
the1andonlyskwex wrote: »2019. My recollection is that the change was mostly motivated by glass cannon Nightblades one shotting themselves.
If I remember it could reflect Meteor and Crystal Frags it was a hard counter to Sorcs.
gotcha (wrt frag)Crystal Fragments back then had a knock down if you could proc the insta cast on it. Bad sorcerers would get frags reflected by the scales and the sorc would get knocked down and I think they fixed the Meteor thing in 2017 but at launch I think it could be reflected since before the Meteor lands its just a single big rock.
If I remember it could reflect Meteor and Crystal Frags it was a hard counter to Sorcs.
it was an absolutely busted skill which also caused a lot of server input lag. you guys are not aware of what you are saying.
YandereGirlfriend wrote: »Classes should have more of these unique mechanics.
The most fun multiplayer games are those that are balanced around competing OP abilities that act as situational counters to each other. The least fun are those that watered-down mechanics so that everybody has their own skin of the same underlying abilities.
ESO seemed to have started out with the former and is definitely transitioning toward the latter.
YandereGirlfriend wrote: »Classes should have more of these unique mechanics.
The most fun multiplayer games are those that are balanced around competing OP abilities that act as situational counters to each other. The least fun are those that watered-down mechanics so that everybody has their own skin of the same underlying abilities.
ESO seemed to have started out with the former and is definitely transitioning toward the latter.
To a degree yes. But ESO is also a roleplay game, where fun combat elements are not solely defining the experience. And some of ESOs ability and class designs are visually so horrendous, that I am actually glad to have alternatives that can allow a similar play style.
Ideally combat should be fair, fun and visually/thematically satisfying - while a meta with visually cluttered and ugly OP sets/abilities that work the same on every class is the least desirable.
But they have to draw the line somewhere of course and many OP gameplay mechs just don't pair well with cooldown-free abilities.
You could probably argue overtuned in some cases but you'd only call it busted if you never used it yourself. It's not like you could spam it indefinitely (not back then, today might be different but that's a whole other can of worms).
As the attacker you'd just wait for the timer to end and strike again, maybe test the waters with some light attacks. It's no more busted than every other thing that gets called out that isn't. And it's not like we don't still have the mechanic in the game available for everyone to use.
Tommy_The_Gun wrote: »It was not cuz on NBs. If you think about it, it was borderline game breaking to just casually deflect not just Bow Snipes or
Grim Focus bow proc but literately ultimates back the the attackers. If it was a well telegraphed ultimate (don't shoot me or you will die) then maybe... but Having a skill (not an ult) that can not just mitigate damage but also reflect 100% projectile damage back with all the scaling (not your scaling but using attacker stats) would be bonkers OP today. As far as I remember there were DK builds back then that were heavily focused on defence, but they were using this very skill (deflecting projectiles) to be able to kill players.
Avran_Sylt wrote: »YandereGirlfriend wrote: »Classes should have more of these unique mechanics.
The most fun multiplayer games are those that are balanced around competing OP abilities that act as situational counters to each other. The least fun are those that watered-down mechanics so that everybody has their own skin of the same underlying abilities.
ESO seemed to have started out with the former and is definitely transitioning toward the latter.
To a degree yes. But ESO is also a roleplay game, where fun combat elements are not solely defining the experience. And some of ESOs ability and class designs are visually so horrendous, that I am actually glad to have alternatives that can allow a similar play style.
Ideally combat should be fair, fun and visually/thematically satisfying - while a meta with visually cluttered and ugly OP sets/abilities that work the same on every class is the least desirable.
But they have to draw the line somewhere of course and many OP gameplay mechs just don't pair well with cooldown-free abilities.
Being the devil's advocate at this point, that's why they have things like ramping costs?
Avran_Sylt wrote: »You could probably argue overtuned in some cases but you'd only call it busted if you never used it yourself. It's not like you could spam it indefinitely (not back then, today might be different but that's a whole other can of worms).
As the attacker you'd just wait for the timer to end and strike again, maybe test the waters with some light attacks. It's no more busted than every other thing that gets called out that isn't. And it's not like we don't still have the mechanic in the game available for everyone to use.
huh, wait light attacks wouldn't each any charges? I'd assume the counter would be to just spam light attacks to consume the charges... unless it was duration based and not charge based.
Avran_Sylt wrote: »You could probably argue overtuned in some cases but you'd only call it busted if you never used it yourself. It's not like you could spam it indefinitely (not back then, today might be different but that's a whole other can of worms).
As the attacker you'd just wait for the timer to end and strike again, maybe test the waters with some light attacks. It's no more busted than every other thing that gets called out that isn't. And it's not like we don't still have the mechanic in the game available for everyone to use.
huh, wait light attacks wouldn't each any charges? I'd assume the counter would be to just spam light attacks to consume the charges... unless it was duration based and not charge based.
They would. But getting a light attack reflected in your face was better than a merciless lol. There were also many projectiles that didn't get reflected. Most of the ultimates weren't reflectable long before the removed the effect outright - which is fine. I didn't mind that even though meteor ping-pong was fun.
Honestly, that was the toughest part to keep up with since it changed just about every patch. And like I said, it probably was part of why they removed it. They were coming out with a new class who's spamable was supposed to be a projectile and they probably didn't want one more thing to consider. Hilariously enough it wasn't and still isn't to this day (that necro skull thing if you are curious btw).
At the end of the day they could have just reduced the number of reflectable objects and it would have been fine. Or add a ramping cost. Whatever. I made all of those arguments back in the day and now everyone has access to exactly that via Sword n Shield so I've mostly just gotten over it. But I really do like it when classes have very unique effects and mechanics that make them stand out as more than just 'the tanky class', 'the healy class', 'the bursty class'.
EDIT: To answer part of your question I missed - it was both. A timer and charges. It was up to six projectiles for the next six seconds. And if I recall correctly it cost around 4.5k mag which was a heck of a lot back at that time, especially in No-Cp. And I ran it on a stam DK with like 600 mag regen and maybe 9k total mag lol
the1andonlyskwex wrote: »2019. My recollection is that the change was mostly motivated by glass cannon Nightblades one shotting themselves.
the1andonlyskwex wrote: »2019. My recollection is that the change was mostly motivated by glass cannon Nightblades one shotting themselves.
Back then almost everyone had between 20k HP and 25k HP. That was just the norm. It was motivated purely by the fact that all of magblades ranged abilities were projectiles. But the other reason they removed it? Elemental weapon was coming out with Summerset in a few months... Gotta make sure that ability is good so will buy the new expansion and use the psijic abilities.
If it wasn't for Summerset I suspect they would've just changed Swallow Soul to not be a projectile.
YandereGirlfriend wrote: »Classes should have more of these unique mechanics.
The most fun multiplayer games are those that are balanced around competing OP abilities that act as situational counters to each other. The least fun are those that watered-down mechanics so that everybody has their own skin of the same underlying abilities.
ESO seemed to have started out with the former and is definitely transitioning toward the latter.
YandereGirlfriend wrote: »Classes should have more of these unique mechanics.
The most fun multiplayer games are those that are balanced around competing OP abilities that act as situational counters to each other. The least fun are those that watered-down mechanics so that everybody has their own skin of the same underlying abilities.
ESO seemed to have started out with the former and is definitely transitioning toward the latter.
But this skill was not a situational counter. One could keep very high uptime. That is not how a situational counter should work.
I am not suggesting I do not like the idea of a reflect skill but it should be very costly or prohibitive in another manner to make it impossible to keep it up.
the1andonlyskwex wrote: »2019. My recollection is that the change was mostly motivated by glass cannon Nightblades one shotting themselves.
Back then almost everyone had between 20k HP and 25k HP. That was just the norm. It was motivated purely by the fact that all of magblades ranged abilities were projectiles. But the other reason they removed it? Elemental weapon was coming out with Summerset in a few months... Gotta make sure that ability is good so will buy the new expansion and use the psijic abilities.
If it wasn't for Summerset I suspect they would've just changed Swallow Soul to not be a projectile.
Urzigurumash wrote: »the1andonlyskwex wrote: »2019. My recollection is that the change was mostly motivated by glass cannon Nightblades one shotting themselves.
Back then almost everyone had between 20k HP and 25k HP. That was just the norm. It was motivated purely by the fact that all of magblades ranged abilities were projectiles. But the other reason they removed it? Elemental weapon was coming out with Summerset in a few months... Gotta make sure that ability is good so will buy the new expansion and use the psijic abilities.
If it wasn't for Summerset I suspect they would've just changed Swallow Soul to not be a projectile.
Is the damage from Elemental Weapon reflected by Spell Wall? What about Enchants from a Light Attack? Are either buffed by the Eagle Eye set?
Imho sDK was fairly unique in being able to play effectively at 30k Health back in the 4 Class years, its crazy to me how many people thought the Knight Class and the Rogue Class should be at the same health and same armor weight. (reflections on the past, i like the anything goes flexibility of today).
If I remember it could reflect Meteor and Crystal Frags it was a hard counter to Sorcs.
Avran_Sylt wrote: »the1andonlyskwex wrote: »2019. My recollection is that the change was mostly motivated by glass cannon Nightblades one shotting themselves.
I mean. Yeah. Wasn't that kinda the point?
Though since I was that same glass-cannon NB that was mostly doing PvE at the time I don't really recall how well "balanced" the skill was. My opinion on it now would be it's something like a high cost ability that's resource intensive with only a short window where it can actually reflect (only a few or just one projectile with a lingering buff) and a healthy telegraph while respecting the travel time/audio of any reflected projectile. (which sounds like a massive pita to maintain)If I remember it could reflect Meteor and Crystal Frags it was a hard counter to Sorcs.
Meteor's an AoE though? Not Single-Target Direct Damage Projectile, so unsure why it'd reflect that. And I'd assume (now, not sure about back then) that consistently reflecting Frags should mean they exhaust their Magicka in short order so as to not be able to continuously reflect the projectile.