How do you explain how other MMO developers push out hotfixes for similar issues within days or weeks?
Yes hot fix nirn please, because sorcs still can't one shot people.nothing2591 wrote: »had a 19k frag crit on my sorc yesterday and thats with only 2,2k sp 35k max magicka 100cp in thaumaturge 30in crit dmg and you want to nerf nirn ? :O
trimsic_ESO wrote: »I always thought that nirn was working as intended, as a mean to mitigate magical damage, especially in Cyrodiil. Indeed, if nirn did not exist, magical damage would be out of control, and when you remember that the best defensive skills are class skills using magicka, you realize that magicka builds are extremely powerful both in attack and in defense.
But I heard Erik say it was not working as intended and it will be tuned down in the next big patch. I hope the combat team has something in its plans to make sure that magicka builds will not be even more powerful than they already are.
Joy_Division wrote: »trimsic_ESO wrote: »I always thought that nirn was working as intended, as a mean to mitigate magical damage, especially in Cyrodiil. Indeed, if nirn did not exist, magical damage would be out of control, and when you remember that the best defensive skills are class skills using magicka, you realize that magicka builds are extremely powerful both in attack and in defense.
But I heard Erik say it was not working as intended and it will be tuned down in the next big patch. I hope the combat team has something in its plans to make sure that magicka builds will not be even more powerful than they already are.
Would you care to explain how magicka damage would be "out of control" relative to stamina-based damage?
nothing2591 wrote: »had a 19k frag crit on my sorc yesterday and thats with only 2,2k sp 35k max magicka 100cp in thaumaturge 30in crit dmg and you want to nerf nirn ? :O
Too bad you can't fire those Crystal Shards from stealth at 50 meters distance.nothing2591 wrote: »had a 19k frag crit on my sorc yesterday and thats with only 2,2k sp 35k max magicka 100cp in thaumaturge 30in crit dmg and you want to nerf nirn ? :O
So you hit someone who didn't cap his spell resist via nirnhoned and use that as an argument that nirnhoned is not too strong?
It will be out of control. I play one of the hated stamina nightblades (which is now at least temporarily banked) and I refused to use nirnhoned for a long time. There was a point where sorcerers were one-shotting me with crystal fragments and where ambush/prox-nightblades did the same in a "one-two-shot" (those two come so close together that it is a one-shot even if two abilities where used).Joy_Division wrote: »Would you care to explain how magicka damage would be "out of control" relative to stamina-based damage?trimsic_ESO wrote: »I always thought that nirn was working as intended, as a mean to mitigate magical damage, especially in Cyrodiil. Indeed, if nirn did not exist, magical damage would be out of control, and when you remember that the best defensive skills are class skills using magicka, you realize that magicka builds are extremely powerful both in attack and in defense.
But I heard Erik say it was not working as intended and it will be tuned down in the next big patch. I hope the combat team has something in its plans to make sure that magicka builds will not be even more powerful than they already are.
I think the only penetration ZOS ever got to work correctly was penetrating my wallet.It will be out of control. I play one of the hated stamina nightblades (which is now at least temporarily banked) and I refused to use nirnhoned for a long time. There was a point where sorcerers were one-shotting me with crystal fragments and where ambush/prox-nightblades did the same in a "one-two-shot" (those two come so close together that it is a one-shot even if two abilities where used).Joy_Division wrote: »Would you care to explain how magicka damage would be "out of control" relative to stamina-based damage?trimsic_ESO wrote: »I always thought that nirn was working as intended, as a mean to mitigate magical damage, especially in Cyrodiil. Indeed, if nirn did not exist, magical damage would be out of control, and when you remember that the best defensive skills are class skills using magicka, you realize that magicka builds are extremely powerful both in attack and in defense.
But I heard Erik say it was not working as intended and it will be tuned down in the next big patch. I hope the combat team has something in its plans to make sure that magicka builds will not be even more powerful than they already are.
Now I do realize that with my setup (21k HP), I open myself to such play but it is still unreasonable. I have then crafted two (!) gold pieces with nirnhoned. My full medium armor nightblade then achieved ~18k spell resistance which initially helped a lot. I was able to survive a single cockup against most sorcs (missed dodge on fragment, let him come to near while procced, etc) and the nightblades needed at least an animation cancelled concealed weapon in addition to the prox bomb.
That lasted for about a week. Literally. After that, I was back to start, same things happened again, because magicka builds started to abuse spell penetration. With the currently common levels of spell penetration, my spell resist is effectively 0 again.
With the change to nirnhoned, a full set of 7 nirnhoned pieces will give you approximately the same spell resistance that I have now with two pieces (even less. I now have a ~50% bonus, in future the maximum with 7 pieces of nirnhoned will be ~30%).
In essence, that means that magicka will be in the same position as physical with club/maul equipped. 100% penetration. GG, ZOS.
The only solution to this is to completely remove the penetration attribute for both, physical and magicka attacks.
I have to disagree. There is another part of me that feels penetrated while playing in Cyrodiil currently...Lava_Croft wrote: »
nothing2591 wrote: »had a 19k frag crit on my sorc yesterday and thats with only 2,2k sp 35k max magicka 100cp in thaumaturge 30in crit dmg and you want to nerf nirn ? :O
Joy_Division wrote: »trimsic_ESO wrote: »I always thought that nirn was working as intended, as a mean to mitigate magical damage, especially in Cyrodiil. Indeed, if nirn did not exist, magical damage would be out of control, and when you remember that the best defensive skills are class skills using magicka, you realize that magicka builds are extremely powerful both in attack and in defense.
But I heard Erik say it was not working as intended and it will be tuned down in the next big patch. I hope the combat team has something in its plans to make sure that magicka builds will not be even more powerful than they already are.
Would you care to explain how magicka damage would be "out of control" relative to stamina-based damage?