I don't find it any more skillful to do the same exact blast of damage in melee range than from ranged. It's not. Who cares if you can be seen, if the opponent still can't counter or damage you? It's the same thing. To the majority of Cyrodiil, I doubt they care if the guy killed them in one second from range or one second from melee.
This is a pretty long & unhinged post, but I will go ahead and comment on the main point you're trying to make since it is the only part that actually matters.
Yes, there is a massive difference between melee and ranged damage in regards to the risks associated with both, difficulty of executing the combos, and the counterplay available to them.
For starters, with melee damage you need to be in melee range. That is roughly 7 meters maximum. It should be very obvious why this is inherently going to be more dangerous to execute than a 28 meter ranged burst. You need to leave cover, be able to out maneuver your target, stay on top of them for the entirety of your combo, etc. Quite a bit more complexity than simply loading up your ranged burst from max distance (in stealth).
It also DOES matter if you can see them or not, that is just an absurd thing to try and dispute. With the DK melee setup you're comparing this to, the entire combo has distinct visual and audio queues. With a little internal timing, you know exactly when they're going to burst you. Their stun has a visual indicator (and can be tracked via addon) to tell you when to roll. The "unavoidable combo" of fossilize -> leap is actually 100% counterable every time by simply holding block in your roll dodge, because the spaghetti code on the leap snare cancels your dodge before the leap will hit you. Or in the case of corrosive like you say, there are VERY well telegraphed visual and audio queues to tell you exactly when you need to counterplay. Every part of the combo can either be reliably blocked, rolled, or out-spaced as it consists entirely of short-range melee or PBAOE abilities.
Now, if stealth didn't exist at all unless you had the shadow line? I'd be inclined to agree that there is similar counterplay to the current pulse ganker. But due to vamp 4 and the ability to enter stealth via crouch in combat without active dots, the pulse ganker has a very reliable way to re-enter stealth (and ball of lightning to boot!).
Urzigurumash wrote: »as always so much comes down to content and playstyle. We can see we have a dedicated sieger saying melee and ranged damage, counterable and uncounterable damage are the same, well that makes sense when you all you do is siege since you're not encountering any damage 😂
TheAwesomeChimpanzee wrote: »Since most of the playerbase is very casual, the game should not be balanced entirely around the top 1% of players, and historically it never has been.
Urzigurumash wrote: »and people will say well Healing Soul is so strong.
Yes active healing is still strong, but that takes a GCD and not having to break free or dodge.
Passive Survivability keeps you from getting ganked, for instance this combo wouldn't work if you had a 2k HP Regen tick in that same GCD.
So when you claim that the build is just oh so powerful and uncounterable, but I can just roll, I can just stealth, I can just block and stack shields, I can heal. And I've done it, I cannot understand it.
Urzigurumash wrote: »This mythic and the gank can stay if we get a new simple one: Add 30k HP. Then the masses can sufficiently tank up to survive this gank, and all is well.
Urzigurumash wrote: »Yeah they need to go back to Fungal Grotto and learn how to play from my old pal Kra'agh
So do you wear that Siegemaster set?
Urzigurumash wrote: »
So when you claim that the build is just oh so powerful and uncounterable, but I can just roll, I can just stealth, I can just block and stack shields, I can heal. And I've done it, I cannot understand it.
Look I dont mean to put down my Siege Specialists, we love them, I used to run a Hot Oil Dumping Training Academy in Grahtwood and I alone have repeatedly called for Coldfire Oils. Nobody loves their Siegers like I do
But Ele Sus doesn't make a noise, has a tiny animation, can't be blocked or roll dodged, and with SLS does a WHALLOP of up front instant DoT damage that can't be purged or blocked.
So if you can't understand that very important fact of this debate, to be totally honest I'm starting to question your Hot Oil skills. How many can u work at once on top one of the grates. Me it's 4, 5, maybe 6, except all the time somebody jumps on one of mine and I hit A while they're manning it and I end up jumping off the platform. I admit that's where my skills as a Sieger fall short
albertberku wrote: »We can find out. You top 1% PvP players with real PvP builds out there, send me your in-game usernames as a message, i will visit you with a ganker build and post the outcome here as gameplay footage.
Urzigurumash wrote: »So what you do Siege Duels? That's right up my alley
Which build can't counter it, nearly all of them, thats the point of this thread.
You haven't experienced it but you deny our experience. What gives you such insight to our experience?
Urzigurumash wrote: »So what you do Siege Duels? That's right up my alley
Which build can't counter it, nearly all of them, thats the point of this thread.
You haven't experienced it but you deny our experience. What gives you such insight to our experience?
False, even the thread gave concrete examples. Want one that can counter it? Take back all of your insults and I will think about posting it.
Urzigurumash wrote: »as always so much comes down to content and playstyle. We can see we have a dedicated sieger saying melee and ranged damage, counterable and uncounterable damage are the same, well that makes sense when you all you do is siege since you're not encountering any damage 😂
And yet someone that only fires siege 99% of the time can still fight the gankers, kill them, and avoid their damage when the supposed self-proclaimed "skilled" and knowledgeable players cannot. They can't find the roll button, they can't use a invis pot the moment they hear the sound, they crutch on add-ons (I don't) and can't roll when the game tells them to, etc.
It really is a joke.
Alchimiste1 wrote: »Urzigurumash wrote: »as always so much comes down to content and playstyle. We can see we have a dedicated sieger saying melee and ranged damage, counterable and uncounterable damage are the same, well that makes sense when you all you do is siege since you're not encountering any damage 😂
And yet someone that only fires siege 99% of the time can still fight the gankers, kill them, and avoid their damage when the supposed self-proclaimed "skilled" and knowledgeable players cannot. They can't find the roll button, they can't use a invis pot the moment they hear the sound, they crutch on add-ons (I don't) and can't roll when the game tells them to, etc.
It really is a joke.
Kinda hard to get hit by gankers or anyone for that matter when you are sieging from atop a keep wall where abilities can’t target you no ?
Urzigurumash wrote: »Is anybody down playing the strength of this ring able to provide numbers justifying their position? Or gameplay showing they can do it just as well with Monomyth?
You're being completely silly with a ridiculously bad take yourself when you run around on a DK with 40K resistances and 4K crit resist and Leap people from 40 meters away and then do one AoE ability on them to kill them. You're doing the EXACT same thing but abusing resistances instead of crouching. Definition of hypocrisy.This is just a bad take. When the only possible counterplay to something is "build tankier/increase your health/equip this 5pc set", that thing doesn't have any skill based counterplay. It isn't creating some unique or interesting variety in defensive options - it's telling everyone "hey, raise your HP to 40k and equip this 5p set or you're going to get one tapped by a guy 28 meters away in stealth with minimal effort".
@Luneca you are a breath of fresh air! Thank you for also calling out the hypocrisy of the usual suspects that are now running around on subclassed DKs and we all know will be running around on Sorcs next patch. They suddenly have something in Cyrodiil that they have to actively counter on their meta DK builds and here they are screaming NERF like the boys who cried "Wolf".The people disagreeing know that other exact methods to achieve the instant death outcome exist anyway and they are not more complicated, and some I would even say are BETTER. Counter that guy coming out of stealth with a 35K+ leap, which immediately lets you do an action after by the way and you will almsot always eat a 12-20k executioner. It ain't dodgeable (unless you know!) and it doesn't require the same type of stacking or restriction that pulse ganking does.
Urzigurumash wrote: »Is anybody down playing the strength of this ring able to provide numbers justifying their position? Or gameplay showing they can do it just as well with Monomyth?
Urzigurumash wrote: »But burst has been getting stronger and stronger ever since Champion 2.0 came out
Ehh, forgot what ballgroup it was, but we were in a group in Cyro and Metrc's I think lol was pulling people from the ballgroup and our group deleted the person, so they're not avoiding it but odds of a ballgroup encountering a group of all in high damage people with a puller is pretty low. Do have recording of it.You made a point earlier suggesting that Ball groupers are the ones complaining about this build, but truthfully I think they probably are the least impacted by it.
You're being completely silly with a ridiculously bad take yourself when you run around on a DK with 40K resistances and 4K crit resist and Leap people from 40 meters away and then do one AoE ability on them to kill them. You're doing the EXACT same thing but abusing resistances instead of crouching. Definition of hypocrisy.
I am a brawler stamsorc main specialized in 1vX content. Since U49 dropped, I have completely switched over to ganking for enjoyment because fighting against good DKs is currently impossible. You know what I noticed? Ganking is extremely fun, but it's also one of the easiest ways to PvP and has very little downside.
Like, I'm not even a pulse ganker or abusing the Shattered Path Signet mythic. I'm literally subclassing 1 line only, and using Cwep + Sundering Soul + Overload for my ganks, and I can still 1 shot people below 35k HP. The only players I cannot 1 shot are those with high HP or high mitigation.
My K/D ratio has significantly improved ever since I made the swap. Most of my kills are actual killing blows, and I'm dying less while getting more kills than my brawler stamsorc.
With that said, I think my current ganker is still no where near as cancerous as Signet gank builds tho. Most of my 1 shot potential comes from 4 abilities, so if you avoid even just 1, I instantly lose the upper hand. Meanwhile, a pulse blade ganker stacks so many instances of damage that there's practically zero difference whether you outplayed the ganker or not. This is unironically the same reason why WW is over performing on PTS. Both specs technically don't do big burst, but they stack an absurd amount of tiny damage procs to create pseudo burst. This has to go.
BigPlays420 wrote: »I am a brawler stamsorc main specialized in 1vX content. Since U49 dropped, I have completely switched over to ganking for enjoyment because fighting against good DKs is currently impossible. You know what I noticed? Ganking is extremely fun, but it's also one of the easiest ways to PvP and has very little downside.
Like, I'm not even a pulse ganker or abusing the Shattered Path Signet mythic. I'm literally subclassing 1 line only, and using Cwep + Sundering Soul + Overload for my ganks, and I can still 1 shot people below 35k HP. The only players I cannot 1 shot are those with high HP or high mitigation.
My K/D ratio has significantly improved ever since I made the swap. Most of my kills are actual killing blows, and I'm dying less while getting more kills than my brawler stamsorc.
With that said, I think my current ganker is still no where near as cancerous as Signet gank builds tho. Most of my 1 shot potential comes from 4 abilities, so if you avoid even just 1, I instantly lose the upper hand. Meanwhile, a pulse blade ganker stacks so many instances of damage that there's practically zero difference whether you outplayed the ganker or not. This is unironically the same reason why WW is over performing on PTS. Both specs technically don't do big burst, but they stack an absurd amount of tiny damage procs to create pseudo burst. This has to go.
No, it has to be nerfed. The same way DK has been overperforming this entire patch, and the same way shield stacking gives ball groups absurd survivability.
Balance can exist in this game. There is no reason to completely gut every playstyle that overperforms. The goal should be to nerf it into a healthier state, not delete it outright. Pulse ganking, the mythic, DK, WW, and shield stacking are all examples of things that should be addressed because they are pushing PvP into unhealthy extremes. Tune them down, keep the playstyles viable, but stop letting them dominate the game in their current state.
Urzigurumash wrote: »BigPlays420 wrote: »I am a brawler stamsorc main specialized in 1vX content. Since U49 dropped, I have completely switched over to ganking for enjoyment because fighting against good DKs is currently impossible. You know what I noticed? Ganking is extremely fun, but it's also one of the easiest ways to PvP and has very little downside.
Like, I'm not even a pulse ganker or abusing the Shattered Path Signet mythic. I'm literally subclassing 1 line only, and using Cwep + Sundering Soul + Overload for my ganks, and I can still 1 shot people below 35k HP. The only players I cannot 1 shot are those with high HP or high mitigation.
My K/D ratio has significantly improved ever since I made the swap. Most of my kills are actual killing blows, and I'm dying less while getting more kills than my brawler stamsorc.
With that said, I think my current ganker is still no where near as cancerous as Signet gank builds tho. Most of my 1 shot potential comes from 4 abilities, so if you avoid even just 1, I instantly lose the upper hand. Meanwhile, a pulse blade ganker stacks so many instances of damage that there's practically zero difference whether you outplayed the ganker or not. This is unironically the same reason why WW is over performing on PTS. Both specs technically don't do big burst, but they stack an absurd amount of tiny damage procs to create pseudo burst. This has to go.
No, it has to be nerfed. The same way DK has been overperforming this entire patch, and the same way shield stacking gives ball groups absurd survivability.
Balance can exist in this game. There is no reason to completely gut every playstyle that overperforms. The goal should be to nerf it into a healthier state, not delete it outright. Pulse ganking, the mythic, DK, WW, and shield stacking are all examples of things that should be addressed because they are pushing PvP into unhealthy extremes. Tune them down, keep the playstyles viable, but stop letting them dominate the game in their current state.
I agree, we really can't wait 2 years for all the classes to be done or whatever. DK needs a hotfix nerf like tonight, along with SLS and CW+Treatise stacking.
Overall imo doubling the effect of Battlespirit for both Damage and Healing would help bring the game back to the sort of diverse and tactical combat of yesteryear rather than the simplistic nukefest of today. Or healfest. It's one or the other for me since I'm a 4v4 main.
BigPlays420 wrote: »No, it has to be nerfed. The same way DK has been overperforming this entire patch, and the same way shield stacking gives ball groups absurd survivability.
Balance can exist in this game. There is no reason to completely gut every playstyle that overperforms. The goal should be to nerf it into a healthier state, not delete it outright. Pulse ganking, the mythic, DK, WW, and shield stacking are all examples of things that should be addressed because they are pushing PvP into unhealthy extremes. Tune them down, keep the playstyles viable, but stop letting them dominate the game in their current state.