However, if they were to alter the impenetrable trait to mitigate 50-70% of Crit Damage instead, then the crit based builds and skills would still work and be viable in PVP but not overpowered. Crit strikes could still occur as often as usual but they wouldn't pack so much of a punch that they disrupt the balance of PVP.
I wanted to discuss the possibility of altering the Impenetrable Trait to mitigating critical strike damage rather than critical strike chance. This is primarily because in its current state (in PVP especially) the impenetrable trait is completely removing the play-ability of certain skills and builds, rather than altering these builds and skills slightly so that they become viable and balanced in PVP.
For instance:
In its current state, stacking the impenetrable trait on Armor (as the vast majority of players are doing in PVP) is reducing the critical strike chance by 50 - 70% which makes it practically impossible for critical strikes to occur at all.
Which I can understand because if they did occur to the rate that some builds allow in PVE and with the same level of power that some critical strikes have, then PVP would be much less fun and long lasting and anyone with super high crit chance would faceroll all they encounter into puddles of mush and frustration.
However this lack of crit chance due to the impenetrable trait still does completely remove the utility of certain skills and builds such as Critical Surge Sorcerers and Magelight users and it makes the precise trait worthless etc... and instead of being able to seamlessly swap between PVE and PVP like ESO boasts with their "ultra customizable and freedom based skill system"; you now must completely change your tactics and play style to fit the very particular threshold that this PVP trait demands.
However, if they were to alter the impenetrable trait to mitigate 50-70% of Crit Damage instead, then the crit based builds and skills would still work and be viable in PVP but not overpowered. Crit strikes could still occur as often as usual but they wouldn't pack so much of a punch that they disrupt the balance of PVP.
I wanted to discuss the possibility of altering the Impenetrable Trait to mitigating critical strike damage rather than critical strike chance. This is primarily because in its current state (in PVP especially) the impenetrable trait is completely removing the play-ability of certain skills and builds, rather than altering these builds and skills slightly so that they become viable and balanced in PVP.
For instance:
In its current state, stacking the impenetrable trait on Armor (as the vast majority of players are doing in PVP) is reducing the critical strike chance by 50 - 70% which makes it practically impossible for critical strikes to occur at all.
Which I can understand because if they did occur to the rate that some builds allow in PVE and with the same level of power that some critical strikes have, then PVP would be much less fun and long lasting and anyone with super high crit chance would faceroll all they encounter into puddles of mush and frustration.
However this lack of crit chance due to the impenetrable trait still does completely remove the utility of certain skills and builds such as Critical Surge Sorcerers and Magelight users and it makes the precise trait worthless etc... and instead of being able to seamlessly swap between PVE and PVP like ESO boasts with their "ultra customizable and freedom based skill system"; you now must completely change your tactics and play style to fit the very particular threshold that this PVP trait demands.
However, if they were to alter the impenetrable trait to mitigate 50-70% of Crit Damage instead, then the crit based builds and skills would still work and be viable in PVP but not overpowered. Crit strikes could still occur as often as usual but they wouldn't pack so much of a punch that they disrupt the balance of PVP.
CapuchinSeven wrote: »Honestly guys, I know it sucks. I KNOW trust me, one of my main builds is a full medium PVP build and Impenetrable stucks BUT...
Low TTK's because of super high never ending crits are never fun, at least not for me and we already have that with fast stealth kills but open fights take longer. That's what I like about this game, fast stealth kills but if you screw it up you're in for a longer fight.
I went off TOR the day the TTK dropped to 5 seconds.
CapuchinSeven wrote: »Honestly guys, I know it sucks. I KNOW trust me, one of my main builds is a full medium PVP build and Impenetrable stucks BUT...
Low TTK's because of super high never ending crits are never fun, at least not for me and we already have that with fast stealth kills but open fights take longer. That's what I like about this game, fast stealth kills but if you screw it up you're in for a longer fight.
I went off TOR the day the TTK dropped to 5 seconds.
if you upgrade pieces to yellow then you only need 3 pieces of impen which opens up 2 slots to do more with.... just fyi to those of you running 5 pieces.
personally, this crit negation is a breath of fresh air form literally EVERY other PvP game out there. the reason this even exists in this game is to avoid the min/max crit guys that plague every game and force builds into pigeon holes.
instead of crying about making this game like very other game (by changing impen), why not learn the system and celebrate it's differences that actually allow you to choose different skills and stats instead of playing the same exact way we have been for 20 years?
if you upgrade pieces to yellow then you only need 3 pieces of impen which opens up 2 slots to do more with.... just fyi to those of you running 5 pieces.
personally, this crit negation is a breath of fresh air form literally EVERY other PvP game out there. the reason this even exists in this game is to avoid the min/max crit guys that plague every game and force builds into pigeon holes.
instead of crying about making this game like very other game (by changing impen), why not learn the system and celebrate it's differences that actually allow you to choose different skills and stats instead of playing the same exact way we have been for 20 years?
I absolutely agree.
Impenetrable should reduce critical damage and not critical chances.
Doing so, builds based on crit still work but we can avoid also too huge burst damage (especially in AvA).
Atm with potions and some abilities, even a character with full impenetrable gear can receive a critical hit infact.
Imho this changement can be good for both players, the ones with a crit based character and the ones who get pretty oneshotted or so in AvA.
To do so, anyway, it would be better also apply the following changements:
- a cap to X% critical chances
- a passive skill on heavy armor (per piece of heavy armor used) to reduce critical chances or critical damage
I don't understand whats your problem with impenetrable... let it be less crit dmg or crit chance decrease it doesn't matter, if your enemy uses this trait you are gonna hit low dmg in both cases; and your crit build fails.
Unless you want ultimate spam and bat swarm due to the fact that crits generate ultimate..so no it would be bad, I don't want bat swarmers to spam more bats. I don't want zerg trains to gain more ultimate from impulse and wall..
But hey thats my opinion.
Cheers
People who don't want to be forced to use impenetrable can use mages guild skill Radiant light,once its fixed.
Tbh I never knew it was bugged untill stealth nerf came and people started complaining Zos killed their build.
ian92415b14_ESO wrote: »Impenetrable sucks because it works like rock/paper/scissors.
Critical beats statted guy with no impenetrable, statted guy beats the guy that traited impenetrable, and impenetrable beats critical guy.