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Every Death Recap in BGs has at least 3 Status Effects

Mashille
Mashille
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Burning
Burning
Hemorrhage

Concussed
Poison
Burning
Concussed

Poison
Concussed
Hemorrhage

At least 3, sometimes 4, very occasionally 5. Sometimes there is a whip in there, or a curse, a frag, a force pulse, or a werewolf gnash. But no matter what they'll always be at least 3 Status Effects.

As their impact to combat seems to outweigh 90% of active abilities maybe they're a bit overtuned ey?
House Baratheon: 'Ours Is The Fury'
  • ItsNotLiving
    ItsNotLiving
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    They should have just disabled the ring in PvP.
  • Major_Mangle
    Major_Mangle
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    Good luck trying to convince some people that status effects aren´t overperforming. People act like it´s something "new" because of Shattered Path Signet (SPS), but the fact is that status effect as a damage source has been overperforming for years, long before SPS was even in the development stage. SPS just made an overperforming damage source even more overtuned. I remember as far back as Morrowind patch how overtuned certain status effect setups could be in PvP, just wasn´t as common back then as it is now. Even in PvE there has been patches were it´s been objectively too strong, so it´s not a unique issue for PvP.

    Status effects needs a serious rework. It shouldn´t outperform class-/skill specific DoTs and act as a "free proc set" the way it currently does. Personally think damage should be removed completely (or severely reduced) for all status effects and instead have them provide utility such as "boost X damage source" or have things like old minor mangle (hemorrhage status effect) attached to them.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • frogthroat
    frogthroat
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    Or perhaps because of the signet people are stacking status effects instead of maximising direct damage?

    At one point I made a pressure build, stacking dots. Nothing big individually, but the point was to support our brawlers from a distance. Some in my team started to comment that they lose kills because my dots are always rolling. Pretty sure in the enemies' death recap were 1-2 damages from our brawlers and the rest were my dots.

    So yeah, when players stack dots, your death recap shows a lot of dots.
    When players stack status effects, your death recap shows a lot of status effects.
    When players have a delayed burst combo, your death recap shows all of them hitting within a second.
  • Mashille
    Mashille
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    frogthroat wrote: »
    Or perhaps because of the signet people are stacking status effects instead of maximising direct damage?

    At one point I made a pressure build, stacking dots. Nothing big individually, but the point was to support our brawlers from a distance. Some in my team started to comment that they lose kills because my dots are always rolling. Pretty sure in the enemies' death recap were 1-2 damages from our brawlers and the rest were my dots.

    So yeah, when players stack dots, your death recap shows a lot of dots.
    When players stack status effects, your death recap shows a lot of status effects.
    When players have a delayed burst combo, your death recap shows all of them hitting within a second.

    The thing with this is it would be okay if one of my deaths recaps every now and then was all status effects because someone made a specific DOT / Status Effect build. But it's not every now and then, it's literally every death recap. This seems to indicate that the majority of players are doing their damage through status effects. And if the majority of players are doing this then it indicates that status effects are over performing.

    Most direct damage can be dodged or blocked. Once you have a status effects on you there is no counter play. You cannot block or dodge it's damage. The only solution is to either have a healer on your team who can cleanse you or to run a cleanse yourself.

    But even cleansing doesn't solve it, as you could spent a bunch of resources cleansing the status effects, only to be hit with 3-4 more 1 second later making the cleanse a waste of time while in combat.

    It's made worse by the fact that Status Effects stack, so if multiple players are hitting you with them then you're health drains incredibly quickly.

    The skill "Vigor" used to be a heal. It's not a heal anymore, it's a skill that makes your health decrease slightly slower than before.

    If you're a build that relies on healing in combat through skills like Crit Surge or Siphoning Strikes then a lot of the time as soon as you're out of combat you just die from the number of status effects stacked on you.

    I think there's many issues with PvP at the moment but it's clear Status Effects are more impactful than they should be.
    House Baratheon: 'Ours Is The Fury'
  • BardokRedSnow
    BardokRedSnow
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    I'd rather have people dying than staring at their shield the entire match and thats from someone who loves to blockheal people lol

    Damage meta > everyone tanky meta
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Tonturri
    Tonturri
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    I like that status effects are stronger, but they seem even more generic in some ways. I wish stuff like Burning, Hemorrhage, and Poison were the only ones that did damage. Having them all do damage by default is a bit much, imo, and turns them from neat extra debuffs to primarily being another source of damage with an extra effect tacked on.

    What if Warden was the only one whose Chill application did damage, and Sorcerer was the only one whose Concussion did damage?

    Like golly gee, we added a bunch of damage to very accessible procs and now there's too much damage flying around from said procs. To be fair, status effects needed a bit of bump, and part of the current issue is ZOS buffing status effects without dealing with everything that buffed status effects when they were weaker + the mythic. They major/minored status effects is what they did. Now they're all boring and generic.

    Ideally we'd get some actual differentiation between status effects, like Flame being the dedicated DoT stack application status effect, Concussion adding extra damage taken to the next direct damage attack taken, etc. Something that's actually engaging instead of /gently touches my enemy and their debuff bar explodes with every status effect known to man. But we're probably never getting that, so I'd settle for dealing with the status effect mythic, trimming down some sets, and goodness gracious why is Elemental Susceptibility still free to cast, then see how things settle. Maybe reduce damage and/or durations a tiny bit if that still doesn't work.
  • s3dulo
    s3dulo
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    People are using Shattered path + Spattering Disjunction to push status effects to dizzying levels. I think it's fine to be able to do so much damage in a single GCD but I don't think it's find to do it without using an ultimate. You don't even need to use force pulse. You can straight kill 90% of players with 1 ele-sus and 1 crystal weapon loaded light attack.

    The build is Spattering Disjunction + Draugrkin Grip + Shattered Path Signet

    Skill lines - Herald of the Tome, Shadow, Dark Magic

    You don't even equip force pulse for this build. Just load crystal weapons, ele-sus then light attack. Rinse and repeat for one kill after another.

    I'm thinking that class sets shouldn't work in sub classing. It's either that or maybe tuning down the mythic is the only option. I hate nerfing mythics into total disuse though. We've seen it so many times. The game is a graveyard of unused sets and mythics already.
  • Usureki
    Usureki
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    I think what is even funnier is that sometimes the last 5 incoming damage line is not even enough to detail what the cause of death was at all, since with the status effect meta ppl re stacking even more
  • CatalinaWineMixer2
    CatalinaWineMixer2
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    I wish they would do away with mythics. And make more monster sets instead. The mythics decide and rule every single build. I want to play my characters, not a mythic
  • Mashille
    Mashille
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    This has gotten really bad now. Seems like the majority of players have figured out that Status Effects are broken. Usually 2-3 players per team in every BG lobby with the Status Effect LA spam build that does like 20k in 2 LAs.

    Battlegrounds teams are now entirely dominated by Status Effect spam. And if you deny this I genuinely don't believe that you actually play Battlegrounds.
    House Baratheon: 'Ours Is The Fury'
  • Personofsecrets
    Personofsecrets
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    I find it hard to care about status effects when we also deal with permanent templar heal ult, sorcerers being cheesy in all kinds of ways, werewolf, turn and burn garbage like balorg, merciless resolve carries, and all kinds of other combinations that nuke people or allow for high survivability and massive damage.

    PvP is an anti-balance experience. There might as well be all kinds of ways for everyone to cheese so that everyone can get in on the action.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
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