Even at the lowest graphics setting that this game has to offer, Blight is not invisible....its a BIG GREEN PUDDLE. Rule #1) G T F O of the puddle. Rule #2) The only class that should be standing still is hunters and then you should just trait blue and your are fine.
If you cant move out of a glowing green circle on the ground you need to l2p. Also if you have to have heals each time you pvp, learn to play.
If there are enough creeps to dps you fast enough while moving out of the tiny puddle, you were dead already and your OP selfheals werent working.
Honestly the skill is not extremely OP considering the size of openworld pvp compared to the size of the blight.
If you have problems with defilers, kill the defilers. If they just stand there like the free renown that you expect that shouldnt be to hard.
The first time a creep can actually put up a fight against freeps, well that is too OP cuz its not free renown. Nerf it QQQQQQQQ
A couple things that have not been discussed in this old thread are:
1. 2.5 second induction.
How many freep skills take that long? Of those, how many are used in PvP? I'm lucky to get it off once. If you can't see the creep with the horns waving a stick for 2.5 seconds without knocking back/interrupting, then you need to work on looking around.
2. The improved blight must be traited.
What does the defiler sacrifice so it can use this skill on the chance that it doesn't get interrupted and resisted? The 10% health boost? The healing traits? Armor? Fast lob? Sticky feet?
I can see defilers in a raid that would trait it but it's useless for a solo defiler. I have to give up survivability, healing or pitiful DPS.
As for the complaints about build-a-creep...how many R13-15 defilers are out there? On any server? Does this mean freeps only want to fight creeps without any significant skills?
The way that advancement works, it forces defilers to PvE or group up. I get ZERO POINTS for healing out of group. Try leveling up a defiler and figure out how long it would take to get to R10 just to get regular blight. Grind for years or use a few hundred TP...what is going to make my gaming experience more interesting? I dare not say "fun" given the pitiful existence of low-ranked defilers.
There's an old saying...something about walking in shoes that don't belong to you...
-75% is really HUGE magnitude. You don't just give a skill with this much magnitude to a single creep. The only skill incoming healing debuff on freepside is from RK. Rest comes from moors armour for mini and burg. You have to get three classes to get a debuff of that size on creepside vs one class that can use store bought item to use it. Not to mention area effect vs limited target effect.
This is probably one of the best skill you can give to anyone really. The area is pretty huge and if you get rooted, knockedown, stunned, mezed in the debuff: you are dead before you get out of the pot animation.
Well, now wardens can keep you with a -100% incoming healing debuff. (Each buff is -20% for 30s, and it stacks)
Last edited by Esegar; Jul 10 2012 at 09:57 AM.
Freep: Esegar
Creep: Alberigo, Tocu, Parasect, Flamenguista, Seroxat and Tylerdurdenn
Why would you dig up a thread wehre the last post was dated Oct 17 2011 08:18 PM?
Perspective I guess?
For me at least it's funny to see Krippy go off the deep end about one skill, a skill that in the grand scheme of things has made little difference to Freep groups or the OP state of their survivability.
Not to mention; it is a curable effect unlike the warden skill and it's only 75% while the warden is 120%. Even funner is how many of the Freeps in this thread have said "no one class should have a skill this powerful". Where are they now? Prolly asking in /glff for a warden or two to join their raid.
One defiler, even with blight, is hardly a scary thing. A defiler, with blight, in a group is a little more scary I guess.
But what if that Creep group was facing a group with a Cappy and an RK? In harm's way combined with all fates entwined means that a freep group can stand in a pool of improved blight and lol because an entire raid of creeps does such a tiny amount of damage to them and their friends.....
hmmmm, imagine if two creeps combined could counter the best skill in the game? Imagine if Creeps had something even 1/2 as good? Would it then be the best skill in the game?
Last edited by ksjock; Jul 11 2012 at 08:45 PM.
"the woods would be very silent if no birds sang except those that sang best" - Henry VanDyke
-- 30m Range
Rather short seeing as quiet a few classes will be within range to attack you, and they will seeing as you're a healer or simply assumed to be squishy.
-- 2.5s Induction
Suffers from knock-backs. Rather long amount of time in PvP sense. If you get out of range before the induction is up it cancels the effect, unlike many freep attacks/effects.
-- Limited Area of Effect
Rather tiny when compared to many other AOE hotspots suck as web the earth and sticky tar. And unlike Sticky tar the edge of the effect animation is the actual limit of the effect, it doesn't stretch beyond its art.
-- Easy to avoid
The -75% inc heal debuff can be nasty but its very easy to move out of the puddles.
-- DoT is curable
A LM disease heal or a potion takes off the DoT(s).
-- Stacks up to 3
Will only ever stack 3 times regardless of how many times u run in and out of the puddle or how many puddles are down. Where as LM DoTs for example stack indefinitely.
-- Low damage 'ticks'
Ticks for 178 - 254 Acid damage for me, this ticks 10 times ever 2 seconds. Tactical mitigations and audacity reduce the damage (i often see the ticks on combat log goign for 70 - 90 damage a tick) and many freeps have high resist rating often canceling the tick damage all together.
--Easily resistible
There's a chance when first casting the effect on a target that the target will simply resist the skill, ive seen it happen a few times. And there's also a chance of resisting getting a tick all together when moving out of the blighted area. And even when you HAVE the ticks on you there's also a chance to resist the tick damage.
I don't see what exactly is overpowered about this ability. From personal experience i find it has quite limited uses and its more situational than anything, i don't even trait enhanced blight anymore (unless its a keep fight).
(•_•) Out numbered? Out gunned?
( •_•)>⌐■-■
(⌐■_■) Challenge Accepted
If you want to carry on with b*tching about an actual OP defiler skill, then change the subject to enhanced flies.
I was in this 6-man group: mini, captain, RK (me healing), 2 hunters, LM. We were fighting 12+ creeps for 8 minutes without dropping combat and none of us were even close to running out of power and often times 2-3 flies were out at a time. I don't believe power drain stacks but just saying freeps already have ways to counter flies.
1. Captain power return abilities > flie power drain.
2. Fear them away.
3. Have 1 person attack them and move away from group so flies drains 1 person and not unlimited nearby
4. Kill them
All those are situational tactics to neutralize fly effects but cover vast majority of fights imo. #1 works the best.
.... I don't believe power drain stacks but just saying freeps already have ways to counter flies..
Yes, but in 1vs1 a defilier with flies should be able to beat any class.
I know on my guard I can never beat a defilier with flies. Its a pretty ridiculous ability.
Yes, but in 1vs1 a defilier with flies should be able to beat any class.
I know on my guard I can never beat a defilier with flies. Its a pretty ridiculous ability.
In a 1v1 scenario, trait flies are beyond OP; and for high-ranked defilers in 1v1s, even r5 flies are more often than not unnecessary against certain classes.
In a 1v1 scenario, trait flies are beyond OP; and for high-ranked defilers in 1v1s, even r5 flies are more often than not unnecessary against certain classes.
while it is certainly true that many classes have troubles killing a defiler, a defiler also can't kill anything (outside of arranged fights).
DPS of a defiler is extremely low, so how exactly is a defiler supposed to stop the loosing freep from simply turning around, and walking away from the fight?
My spider regularly chases freeps from grothum back to ryngdir, and it does ton's more DPS then a defiler...
Yes it sounds OP, you know we ran into group of eight yesterday almost all healers cappy, minstrels, RK's and one LM(one mini in warspeech). We couldn't kill even one of them after 15 minutes with full raid. We just left Lugz for them and went to take TR. Next time we ran into them they had bigger numbers, so every group in the raid focused on one of the healers and their LM, we finally got him down and then two groups were focusing on one RK and other two on other healers. Of course LM got rezzed right away and we still couldn't do anything.
So yeah I hope they do something about healing on both sides. And that goes both ways too many high rank defilers and WL's in craid and it's impossibly hard to take them down too.
Yes it sounds OP, you know we ran into group of eight yesterday almost all healers cappy, minstrels, RK's and one LM(one mini in warspeech). We couldn't kill even one of them after 15 minutes with full raid. We just left Lugz for them and went to take TR. Next time we ran into them they had bigger numbers, so every group in the raid focused on one of the healers and their LM, we finally got him down and then two groups were focusing on one RK and other two on other healers. Of course LM got rezzed right away and we still couldn't do anything.
So yeah I hope they do something about healing on both sides. And that goes both ways too many high rank defilers and WL's in craid and it's impossibly hard to take them down too.
One Champ or Burg shuts down one Defiler or WL, no matter how high the Defiler/WL's rank.
I have yet to see a single creep that can effectively shut down a single Minstrel or RK. (Outliers of Minstrels/RKs who don't know what they're doing excluded, of course.)
I have yet to see a single creep that can effectively shut down a single Minstrel or RK. (Outliers of Minstrels/RKs who don't know what they're doing excluded, of course.)
Wargs can do a decent job for a little bit. All of this depends on if silences land, but especially rks (who have no silence clease beyond a pot to my knowledge) can be chain stunned and silenced enough so that the rest of the creeps can burn out what they were healing or kill the rk itself. Minis on the other hand of a 20 sec silence cure and preventative which means that only sheer dps and hoping they themselves don't have a healer can kill it.
Of course, a brand makes all of this mute and you just have to focus dps the **** out of it...