The issues related to logging in to the European PC/Mac megaserver have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!

Implosion Changes

Wuuffyy
Wuuffyy
✭✭✭✭✭
Suggestion: Would it be possible to keep physical implosion the same for people with a higher max stamina stat and keep the amplification the same for people with a higher magic stac? That way I can kill people in PvP with 30k health and 7k healing/second with ease while retaining my identity as the physical class? Is that so hard?
Wuuffyy,
WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
ESO player since 2014 (Xbox and PC for PTS)
-DM for questions
  • Grom4e
    Grom4e
    ✭✭
    I think every pvp Sorс wants to return to the implosion because the new amplitude is very weak,it is practically nothing in pvp when the enemy is not full HP,Sorс is not a ganker
  • Narvuntien
    Narvuntien
    ✭✭✭✭✭
    ✭✭
    Probably better to just buff Stam Sorc rather than have the skill have different effects. Implosion was a balance nightmare now its gone stam sorcs can be buffed.
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    its a huge nerf to any build that isnt an animation cancelling burst build. those burst builds get a buff. something they didnt need.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • Morgul667
    Morgul667
    ✭✭✭✭✭
    ✭✭✭✭✭
    Narvuntien wrote: »
    Probably better to just buff Stam Sorc rather than have the skill have different effects. Implosion was a balance nightmare now its gone stam sorcs can be buffed.

    This

    Implosion synergy with bleeds and dots was keeping stamsorc alive

    Now it’s gone, fine but give stamsorc a buff to compensate (something usefull and unique? Ok ill settle for usefull)
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    I prefer the new passive. It makes the gap between Sorcerers and Nightblades and also Wardens actually, smaller.
    They get lots of free damage by just slotting their main abilities and now we also have some % damage to compete better.

    I just felt that there is no reason to choose Sorcerer over Nightblades and Wardens. They do everything better than we do. Sorcerer has nothing striking to offer. It got less punishing for me to keep playing one this patch.
    Edited by Dracane on 27 January 2019 07:42
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sure, it will never be as good as free minor berserk or getting fat damage %s for slotting your abilities. It increases our overall damage though and is more or less meaningful all the time, while Implosion might be impactful once every month.
    Edited by Dracane on 27 January 2019 07:48
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Grom4e
    Grom4e
    ✭✭
    Implosion was a cool thing, and the amplitude was NOTHING. There's less interest in playing this game. I thought over time in this game there will be more chips,but ZOS on the contrary they are removed because the crooked can not bring to mind the balance.
  • labambao
    labambao
    ✭✭✭✭
    Implosion was a full random.
    When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better
  • Thraben
    Thraben
    ✭✭✭✭✭
    labambao wrote: »
    Implosion was a full random.
    When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better

    It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.

    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Olupajmibanan
    Olupajmibanan
    ✭✭✭✭✭
    ✭✭
    First of all, ZoS always balance things with PvE in mind (wether you like it or not, it's true). Even nerfs that look like PvP nerfs at start are actually meant as PvE nerfs (Remember recent change with health cap on shields? Or proc sets not critting?).

    But back to the topic. Boss hp is going down faster at lower health thanks to all of the execute mechanics present in trial group. Taking first 15% of boss's hp usually takes longer than last 15% of boss's hp. From this perspective replacing Implosion with Amplitude is a buff for both magsorc and stamsorc.
    Looking at my msorc parses (on target centurion with full 12-group buffs), implosion proc rate is laughable. On a stamsorc, the proc rate is somewhat higher but still seems to be weaker than downscaling damage buff that awaits with the new patch.

    Majority in this topic seems to be obsessed with PvP, ok. But even in PvP it is a buff for msorc. Mage's Fury does it's job well and some random execute proc under 15% hp really wasn't needed.
    As PvP stamsorc goes, I have mixed feelings. It seems to be a slight buff for Spin2w or 2h burst stamsorc. With new Amplitude, you get your targets to execute treshold easier. On the other hand, Bleed stamsorc will take a hit for sure.

    What I wanted to say with all this is that this change does hurt only a small portion of all Sorcerers.
  • troomar
    troomar
    ✭✭✭✭
    But back to the topic. Boss hp is going down faster at lower health thanks to all of the execute mechanics present in trial group. Taking first 15% of boss's hp usually takes longer than last 15% of boss's hp. From this perspective replacing Implosion with Amplitude is a buff for both magsorc and stamsorc.

    The only problem is that the first 15% don't matter. Yes, your DPS number will be higher, but who cares about it when you wipe in the execute phase due to lack of damage?
    Looking at my msorc parses (on target centurion with full 12-group buffs), implosion proc rate is laughable. On a stamsorc, the proc rate is somewhat higher but still seems to be weaker than downscaling damage buff that awaits with the new patch.

    From the DPS perspective, it is a buff. On a 65k DPS parse, implosion was ~1800 DPS (+- 100). 5% of 65k is 3250 DPS. So we got amazing average DPS gain 1,5k for the price of being a potato during execute phase. Or you can look at it this way: we got +4k DPS for the first 15% and lost 2k DPS for the execute phase. Plus the fact that all ultimates and horns and other buffs are kept to be used for the execute, it probably means even bigger loss. No thanks.
    What I wanted to say with all this is that this change does hurt only a small portion of all Sorcerers.

    It will hurt only few but help nobody. This would be a buff only in the case that boss mechanics favor more DPS during the first 15% of his HP. There is none. Until then sorcerers stay out of competitive groups.
    Yes.
  • Thraben
    Thraben
    ✭✭✭✭✭
    2.) As PvP stamsorc goes, I have mixed feelings. It seems to be a slight buff for Spin2w or 2h burst stamsorc. With new Amplitude, you get your targets to execute treshold easier. On the other hand, Bleed stamsorc will take a hit for sure.

    1.) What I wanted to say with all this is that this change does hurt only a small portion of all Sorcerers.

    1) True

    2) To quote a class rep: "Thanks to the changes, StamSorcs can better spin2win at 100% life xD". And 2h burst StamSorc? You mean StamWarden? An OL light attack can´t replace a SubAssault in its current form, both due to the clumsyness of 2h, and due to the Murkmire Overload changes.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Aedrion
    Aedrion
    ✭✭✭✭✭
    But it's so OP.

    Okay, we'll bring it back but this is its new effect.

    When hitting a target below 15% health, you have a 6% chance to implode them or yourself for 15k oblivion damage.

    I think it should fit nicely with the rest of the Stamsorc kit.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Thraben wrote: »
    labambao wrote: »
    Implosion was a full random.
    When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better

    It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.

    No idea how you think you had a 36% chance but you might think that since you had 6 different sources of damage that you had a 36% chance. That is not how percentage chance works. You still had a only 6% chance per source.
  • Thraben
    Thraben
    ✭✭✭✭✭
    Aedrion wrote: »
    But it's so OP.

    Okay, we'll bring it back but this is its new effect.

    When hitting a target below 15% health, you have a 6% chance to implode them or yourself for 15k oblivion damage.

    I think it should fit nicely with the rest of the Stamsorc kit.

    Damn, I should have added THAT to my suggestion thread ;) Is the Implosion AoE? Then it would be great candidate for phoenix set bombing.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Aedrion
    Aedrion
    ✭✭✭✭✭
    Thraben wrote: »
    Damn, I should have added THAT to my suggestion thread ;) Is the Implosion AoE? Then it would be great candidate for phoenix set bombing.

    If it is AoE then it's AoE on your allies, not your enemies. I mean, have you SEEN how stronk this skill is? It must be kept under control, man!

    Edited by Aedrion on 27 January 2019 12:30
  • Galarthor
    Galarthor
    ✭✭✭✭✭
    Grom4e wrote: »
    I think every pvp Sorс wants to return to the implosion because the new amplitude is very weak,it is practically nothing in pvp when the enemy is not full HP,Sorс is not a ganker

    I don't!

    I don't like the randomness of Implosion. And I don't think it was all that useful since it would only proc long after your execute already procced and that only at a very low rate. How big is the chance that somebody is below 15% HP - especially when your execute procs at 20% and your entire class is designed to kill the opponent with 1 combo-rotation? Multiply that by the 6% proc chance. It's close to 0.

    Amplitude does not have me rely on luck rather than skill and is far easier to balance and can help with PvE performance. Therefore, I say go for it!
  • Merlight
    Merlight
    ✭✭✭✭✭
    Thraben wrote: »
    labambao wrote: »
    Implosion was a full random.
    When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better

    It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.

    No idea how you think you had a 36% chance but you might think that since you had 6 different sources of damage that you had a 36% chance. That is not how percentage chance works. You still had a only 6% chance per source.

    If you have 6 damage ticks per second, then each second you have roughly 31% chance to proc at least once (assuming the target's HP remains within range).

    Anyway, didn't like the old implosion. Free damage coming out of nowhere. Not fun for the victim, not fun for the sorc (me). The new passive made me sigh, but for geeky reasons rather than player reasons. Why discrete function with branching?
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    I dislike the old implosion. However this really isn't what I hoped would replace it. Further it is so unintuitive, I don't want to see my dps go down as I fight. The thought that my DPS decreases as a fight goes on is just maddening.
  • Beardimus
    Beardimus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Grom4e wrote: »
    I think every pvp Sorс wants to return to the implosion because the new amplitude is very weak,it is practically nothing in pvp when the enemy is not full HP,Sorс is not a ganker

    And to that point the ganking tool we had, Overload, was nerfed into uselessness.

    What we had was execute. That was about the last remaining class defining thing, and its gone. Odd, odd ,odd.

    I swear Joy or one of the class reps said our offensive capability was getting looked at... This doesn't feel like that!
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    Beardimus wrote: »
    I swear Joy or one of the class reps said our offensive capability was getting looked at... This doesn't feel like that!

    I remember this as well.
    I admit, I have expected the result to look slightly different, albeit the passive being a good step.

    Ever since these patchnotes were published, I have payed attention to all the fights that I had in pve and always studied the recap. I especially looked at boss fights and longer trashmob encounters. (I am a rather damage oriented tank)

    My trashmob encounters were usually around 2M damage dealt. Implosion normally procs 5-7 times, with all hits together dealing roughly 100-150k damage. (mind you it scales with max health at the moment)
    Now I am not great with math, but looking at an entire fight, we could say that the new passive deals an average of 5% damage, right ?

    If we take the pessimistic base damage of 1,850,000 dealt over an entire fight without implosion, the new passive would give me like 92k extra damage, provided my math is even realistic. So I don't know, if this passive even a real damage increase ? At best, it's basically equal. For DDs whom deal less damage with implosion, the passive might be an upgrade.


    Edited by Dracane on 27 January 2019 19:11
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Beardimus
    Beardimus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dracane wrote: »
    Beardimus wrote: »
    I swear Joy or one of the class reps said our offensive capability was getting looked at... This doesn't feel like that!

    I remember this as well.
    I admit, I have expected the result to look slightly different, albeit the passive being a good step.

    Ever since these patchnotes were published, I have payed attention to all the fights that I had in pve and always studied the recap. I especially looked at boss fights and longer trashmob encounters. (I am a rather damage oriented tank)

    My trashmob encounters were usually around 2M damage dealt. Implosion normally procs 5-7 times, with all hits together dealing roughly 100-150k damage. (mind you it scales with max health at the moment)
    Now I am not great with math, but looking at an entire fight, we could say that the new passive deals an average of 5% damage, right ?

    If we take the pessimistic base damage of 1,850,000 dealt over an entire fight without implosion, the new passive would give me like 92k extra damage, provided my math is even realistic. So I don't know, if this passive even a real damage increase ? At best, it's basically equal. For DDs whom deal less damage with implosion, the passive might be an upgrade.


    I see what you are saying, that's interesting. For me in PvP is just feel that execution was a thing / role we had going as a class and that brutal execution when it did kick in filled that role.

    Admittedly when folks hit 20% it probably was already game over. However with the tank meta on the up that last 15% on good players was nice to have when it happened.

    I dunno. It's like the dunmer changes for me, stats are one aspect but the concept of the changes is another. And i just don't really feel the vibe for this
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    Beardimus wrote: »
    Dracane wrote: »
    Beardimus wrote: »
    I swear Joy or one of the class reps said our offensive capability was getting looked at... This doesn't feel like that!

    I remember this as well.
    I admit, I have expected the result to look slightly different, albeit the passive being a good step.

    Ever since these patchnotes were published, I have payed attention to all the fights that I had in pve and always studied the recap. I especially looked at boss fights and longer trashmob encounters. (I am a rather damage oriented tank)

    My trashmob encounters were usually around 2M damage dealt. Implosion normally procs 5-7 times, with all hits together dealing roughly 100-150k damage. (mind you it scales with max health at the moment)
    Now I am not great with math, but looking at an entire fight, we could say that the new passive deals an average of 5% damage, right ?

    If we take the pessimistic base damage of 1,850,000 dealt over an entire fight without implosion, the new passive would give me like 92k extra damage, provided my math is even realistic. So I don't know, if this passive even a real damage increase ? At best, it's basically equal. For DDs whom deal less damage with implosion, the passive might be an upgrade.


    I see what you are saying, that's interesting. For me in PvP is just feel that execution was a thing / role we had going as a class and that brutal execution when it did kick in filled that role.

    Admittedly when folks hit 20% it probably was already game over. However with the tank meta on the up that last 15% on good players was nice to have when it happened.

    I dunno. It's like the dunmer changes for me, stats are one aspect but the concept of the changes is another. And i just don't really feel the vibe for this

    There is no arguing that Implosion was a unique mechanic and that the new one is boring in a way.
    But I feel that it's an overall boost for Sorcerers. Instead of rng, we now have something solid to work with. And as I have mentioned before, Sorcerer dearly needs some % boosts to compete with other casters such as Nightblades and Wardens. They still get more, but at least we get something as well now.

    Stamina Sorcerers will profit from increased pressure as well. Of course I understand implosion was way more reliable for them than for Magicka Sorcerers. We really only got it once every 2 and a half weeks.
    Edited by Dracane on 27 January 2019 20:36
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
    If we were to just increase the maximum value, it could become too good in some situations.
    But the floor could be raised to prevent it from becoming irrelevant on low health.

    100-90%: 10% damage
    89-70% : 9% damage
    69-50% : 8% damage
    49-30% : 7% damage
    29-10% : 6% damage
    9-0% : 5% damage

    This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.

    It also would not be too strong. Because some other classes for example get 8% damage all the time.
    Edited by Dracane on 27 January 2019 21:48
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Merlight
    Merlight
    ✭✭✭✭✭
    Dracane wrote: »
    It also would not be too strong. Because some other classes for example get 8% damage all the time.

    Sorry, "because some other classes" argument doesn't fly. Nobody wants all classes to play the same. Also, Storm Calling already has 2 other passives increasing damage.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    We really only get 10 % for the first hit. For PvE, add the fact that relequen requires a build up and so does Siroria, by the time your at full DPs potential the mob is already at 80% HP.

    Not very consistent.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Merlight wrote: »
    Thraben wrote: »
    labambao wrote: »
    Implosion was a full random.
    When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better

    It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.

    No idea how you think you had a 36% chance but you might think that since you had 6 different sources of damage that you had a 36% chance. That is not how percentage chance works. You still had a only 6% chance per source.

    If you have 6 damage ticks per second, then each second you have roughly 31% chance to proc at least once (assuming the target's HP remains within range).

    Anyway, didn't like the old implosion. Free damage coming out of nowhere. Not fun for the victim, not fun for the sorc (me). The new passive made me sigh, but for geeky reasons rather than player reasons. Why discrete function with branching?

    That is still not how it works, you still only have a 6% chance per.
  • LiquidPony
    LiquidPony
    ✭✭✭✭✭
    ✭✭✭
    Dracane wrote: »
    There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
    If we were to just increase the maximum value, it could become too good in some situations.
    But the floor could be raised to prevent it from becoming irrelevant on low health.

    100-90%: 10% damage
    89-70% : 9% damage
    69-50% : 8% damage
    49-30% : 7% damage
    29-10% : 6% damage
    9-0% : 5% damage

    This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.

    It also would not be too strong. Because some other classes for example get 8% damage all the time.

    But that "8% all the time" is a Minor buff that can be had from other sources.
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    Merlight wrote: »
    Dracane wrote: »
    It also would not be too strong. Because some other classes for example get 8% damage all the time.

    Sorry, "because some other classes" argument doesn't fly. Nobody wants all classes to play the same. Also, Storm Calling already has 2 other passives increasing damage.

    You are correct. Yet, I believe all clases should be able to achieve roughly the same results, albeit in different ways.

    Is it fair that a class can achieve 14-32% more flat damage than other classes ? Because this for example is what warden can achieve. 8% free minor berserk, 6% magic damage (a common damage type that every magicka build uses) and up to 18% from animal companion, few of course have that. 2% spell damage is also not even close as good as 2% damage dealt.

    It doesn't feel too good playing a class and knowing, another class gets so much more damage for free.
    And this isn't just a comparison between Sorcerer and Wardens.
    With the new passive, the gap is no longer as shocking.

    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    LiquidPony wrote: »
    Dracane wrote: »
    There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
    If we were to just increase the maximum value, it could become too good in some situations.
    But the floor could be raised to prevent it from becoming irrelevant on low health.

    100-90%: 10% damage
    89-70% : 9% damage
    69-50% : 8% damage
    49-30% : 7% damage
    29-10% : 6% damage
    9-0% : 5% damage

    This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.

    It also would not be too strong. Because some other classes for example get 8% damage all the time.

    But that "8% all the time" is a Minor buff that can be had from other sources.

    And the sacrifise for doing so makes you loose out elsewhere.
    Slimecraw is the least intrusive way of gaining it. But don't you feel like a fool, using 2 set pieces to gain a buff that other classes get for free and knowing, they could slot 2 true damage sets there, thus still outperforming you ? I do.

    The only other way is using a healing staff with combat prayer, which costs you elsewhere.
    You must admit, gaining minor Berserk on your main nuke that everyone uses, which at the same time is the hardest hitting burst ability in the game, is very convenient and quite ridiculous at the same time if you think about it.
    Edited by Dracane on 28 January 2019 06:51
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
Sign In or Register to comment.