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These nerfs are aimed at fixing the lack of counterplay against these two things.
The only surefire way to kill an enemy player is to wipe out their entire health bar before they get a chance to shield up, drink a potion, block, roll-dodge, or heal themselves. If any of those things happen, there goes your prospect at a kill for the moment. Long enough for them to strike back.
Sload's Semblance is a slap in the face against defensive counterplay. Not only does it not consume magicka, stamina or ability-casting time to deal its damage, Sload's Semblance ignores damage shielding, ignores Battle Spirit's 50% damage reduction, ignores armor, ignores the attacker being Maimed and ignores the target having Protection. Meaning, even if your target has shielded up and struck you with both Major and Minor Maim, Sload's Semblance can feel like you instantly broke their damage shielding and are dealing 4k damage per second to them. In short, Sload's Semblance is invalidating a lot of intelligent gameplay techniques with a very beatstick method.
Rune Cage is the other slap in the face. If you've ever been hit with a Rune Cage, you'll know that, having spent your remaining stamina on a roll-dodge, you will be:
-still stunned anyway,
-at half health,
-unable to Break Free,
-unable to heal yourself,
-left to die at the hands of someone who could have cast Rune Cage at 20% health and still be safe from your Nightblade's ranged Impale execute.
Your killer could have had two drops of magicka left, they could have arranged their skills so they hit harder but can't heal while finishing you off, they could have been completely unprepared for a stun and counter-attack.
If your killer's Rune Cage was dodged, they would have been punished for getting reckless like that. Instead, YOU are the one getting punished, for predicting that they would stun you or continue to hurt you.
A dodge-proof stun in your back pocket is nothing more than a lame crutch. It takes being Rune Caged once in a duel to understand: your killer won by casting a stun at the wrong time (for other classes.)
And yeah sloads being dodgeable changes nothing for me. Having to dodge everyones sloads or still get them stacked is just going to destroy my stamina really quickly. So either I play without no stamina and die happy that sloads wasn't in the recap or play like I am now and die because I have 4 stacks of sloads on me.
Just 2 players applying bleeds and sloads means your taking 4k dmg a sec that you can't mitigate.
Only way to balance sloads and bleeds is to make them not stackable imo.
And yes, i do know how PVP damage works, extremely well. It just so happens that even IF they make it dodgeable, now its just a worse flame reach, and youre still going to get caught and meteored into a un-escapeable STUN. Properly fixing it and making it break on a certain amount of recieved damage (TO still make it useful against dots and stuff) would be much better to prevent the current break free bugs is my point here. DK has an ult thats a completely dodge proof stun with other skills, dawnbreaker is also dodge proof, there's plenty of dodge proof stuns. lol.