I don't know too much about it but there is some kind of cap on lightning staff attacks in PVP. I can equip 2 sets like Undaunted Infiltrator and Undaunted Unweaver and proc both of their 5-piece bonuses and they won't do nearly the damage to characters as they do to monster in PVE. Back in the day I could get 25-32K ticks on a lightning staff heavy attack and with all the nerfs to sets and other things it's more like 8-15K now and most under 10k. So it's been nerfed in PVE as well but you can't get a tick higher than 3-4K in PVP. Maybe it's super-tanky toons with crazy resists or a hard cap on what certain weapons will do in PVP.
It's mainly just dual wield that's the issue, and not just in pvp.
Destro imho needs an overhaul to some of the lackluster passives, maybe some more generic bonuses, like the 10% pen to apply to all abilities not just destro.
I don't know too much about it but there is some kind of cap on lightning staff attacks in PVP. I can equip 2 sets like Undaunted Infiltrator and Undaunted Unweaver and proc both of their 5-piece bonuses and they won't do nearly the damage to characters as they do to monster in PVE. Back in the day I could get 25-32K ticks on a lightning staff heavy attack and with all the nerfs to sets and other things it's more like 8-15K now and most under 10k. So it's been nerfed in PVE as well but you can't get a tick higher than 3-4K in PVP. Maybe it's super-tanky toons with crazy resists or a hard cap on what certain weapons will do in PVP.
thesarahandcompany wrote: »I'd like to see the following reworks to the passives. But ofc understanding there might be needed adjustments.
Tri-focus
Equipping an inferno staff increases your spell and weapon damage by 284 (comparable to 2 swords on dualwield).
Lightning staff heavy attacks damage nearby enemies for X% of the damage done. Completing a fully-charged heavy attack with a lightning staff causes your next direct damage area of effect ability to deal 10% more damage.
Fully charged heavy attacks with an ice staff give a damage shield equal to X. Hitting an enemy player with an ice staff light attack increases their critical damage taken by 12% (comparable to two axes). Equipping an ice staff causes blocking to cost magicka instead of stamina. (That way you can't benefit from the stam blocking and the crit modifier at the same time)
Penetrating Magic
Elemental damage gains 2974 penetration when a destruction staff is equipped.
Elemental Force
Increase your chance to apply status effects by 185% when a destruction staff is equipped. Up from 100%, comparable to one off-hand dualwield weapon.
Ancient Knowledge
Revert back to 8%, respectively.
Desruction expert. When you successfully hit an enemy or player with a light or heavy attack, apply a stack of destruction that lasts for 10 seconds. Upon 5 stacks, restore X magicka. Light attacks give 1 stack. Fully-charged heavy attacks give 3 stacks. You can only gain a stack once ever X seconds.
thesarahandcompany wrote: »I'd like to see the following reworks to the passives. But ofc understanding there might be needed adjustments.
Tri-focus
Equipping an inferno staff increases your spell and weapon damage by 284 (comparable to 2 swords on dualwield).
Lightning staff heavy attacks damage nearby enemies for X% of the damage done. Completing a fully-charged heavy attack with a lightning staff causes your next direct damage area of effect ability to deal 10% more damage.
Fully charged heavy attacks with an ice staff give a damage shield equal to X. Hitting an enemy player with an ice staff light attack increases their critical damage taken by 12% (comparable to two axes). Equipping an ice staff causes blocking to cost magicka instead of stamina. (That way you can't benefit from the stam blocking and the crit modifier at the same time)
Penetrating Magic
Elemental damage gains 2974 penetration when a destruction staff is equipped.
Elemental Force
Increase your chance to apply status effects by 185% when a destruction staff is equipped. Up from 100%, comparable to one off-hand dualwield weapon.
Ancient Knowledge
Revert back to 8%, respectively.
Desruction expert. When you successfully hit an enemy or player with a light or heavy attack, apply a stack of destruction that lasts for 10 seconds. Upon 5 stacks, restore X magicka. Light attacks give 1 stack. Fully-charged heavy attacks give 3 stacks. You can only gain a stack once ever X seconds.
I don't know too much about it but there is some kind of cap on lightning staff attacks in PVP. I can equip 2 sets like Undaunted Infiltrator and Undaunted Unweaver and proc both of their 5-piece bonuses and they won't do nearly the damage to characters as they do to monster in PVE. Back in the day I could get 25-32K ticks on a lightning staff heavy attack and with all the nerfs to sets and other things it's more like 8-15K now and most under 10k. So it's been nerfed in PVE as well but you can't get a tick higher than 3-4K in PVP. Maybe it's super-tanky toons with crazy resists or a hard cap on what certain weapons will do in PVP.
thesarahandcompany wrote: »I've done testing and build editors. While I can get the same/similar tooltips on destro stuff and dualwield/two hand, you just lose so much with destruction staff. For example, two weapon traits on dualwield, extra spell damage on dualwield or two hand for proc sets, etc.
The upcoming PTS change where some warden skills are going to have additional scaling with destruction staff should be expanded upon to other classes.
thesarahandcompany wrote: »I'd like to see the following reworks to the passives. But ofc understanding there might be needed adjustments.
Tri-focus
Equipping an inferno staff increases your spell and weapon damage by 284 (comparable to 2 swords on dualwield).
Lightning staff heavy attacks damage nearby enemies for X% of the damage done. Completing a fully-charged heavy attack with a lightning staff causes your next direct damage area of effect ability to deal 10% more damage.
Fully charged heavy attacks with an ice staff give a damage shield equal to X. Hitting an enemy player with an ice staff light attack increases their critical damage taken by 12% (comparable to two axes). Equipping an ice staff causes blocking to cost magicka instead of stamina. (That way you can't benefit from the stam blocking and the crit modifier at the same time)
Penetrating Magic
Elemental damage gains 2974 penetration when a destruction staff is equipped.
Elemental Force
Increase your chance to apply status effects by 185% when a destruction staff is equipped. Up from 100%, comparable to one off-hand dualwield weapon.
Ancient Knowledge
Revert back to 8%, respectively.
Desruction expert. When you successfully hit an enemy or player with a light or heavy attack, apply a stack of destruction that lasts for 10 seconds. Upon 5 stacks, restore X magicka. Light attacks give 1 stack. Fully-charged heavy attacks give 3 stacks. You can only gain a stack once ever X seconds.
Someone give this man a job on the dev team!
thesarahandcompany wrote: »I've done testing and build editors. While I can get the same/similar tooltips on destro stuff and dualwield/two hand, you just lose so much with destruction staff. For example, two weapon traits on dualwield, extra spell damage on dualwield or two hand for proc sets, etc.
The upcoming PTS change where some warden skills are going to have additional scaling with destruction staff should be expanded upon to other classes.
thesarahandcompany wrote: »I've done testing and build editors. While I can get the same/similar tooltips on destro stuff and dualwield/two hand, you just lose so much with destruction staff. For example, two weapon traits on dualwield, extra spell damage on dualwield or two hand for proc sets, etc.
The upcoming PTS change where some warden skills are going to have additional scaling with destruction staff should be expanded upon to other classes.
SoulwayFilth wrote: »Making the pen work for all magic & upping some bonuses a bit would help. I don't feel you can argue an advantage of being ranged. The ability to be cc immune or root immune + the speed that can be obtained in this game makes it irrelevant. Unless you are a sorc or nb with cloak, you can't really kite & even they are countered easy by these basic principles.
I have played ranged magnb for quiet a while & a fight pretty much never ends up ranged, always me with a staff & opponent in melee range. I can cloak to shift position to range & within seconds my opponent is at my feet again. Years ago you could kite well, but not today.
SoulwayFilth wrote: »Making the pen work for all magic & upping some bonuses a bit would help. I don't feel you can argue an advantage of being ranged. The ability to be cc immune or root immune + the speed that can be obtained in this game makes it irrelevant. Unless you are a sorc or nb with cloak, you can't really kite & even they are countered easy by these basic principles.
I have played ranged magnb for quiet a while & a fight pretty much never ends up ranged, always me with a staff & opponent in melee range. I can cloak to shift position to range & within seconds my opponent is at my feet again. Years ago you could kite well, but not today.
SoulwayFilth wrote: »Making the pen work for all magic & upping some bonuses a bit would help. I don't feel you can argue an advantage of being ranged. The ability to be cc immune or root immune + the speed that can be obtained in this game makes it irrelevant. Unless you are a sorc or nb with cloak, you can't really kite & even they are countered easy by these basic principles.
I have played ranged magnb for quiet a while & a fight pretty much never ends up ranged, always me with a staff & opponent in melee range. I can cloak to shift position to range & within seconds my opponent is at my feet again. Years ago you could kite well, but not today.
I agree with everything you said about kiting. There's an important detail you left out though that works against you. Some classes/weapons can kill people from the safety of castle walls and others can not. This is a clear advantage and should be compensated for in some way. Every fight isn't a duel. In fact the vast majority are not.