- The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
- The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
Live
PTS
Live damage cap: 25304
PTS damage cap: 6335*3= 19005
19005/25304= 75.11%
In what world does a 24.9% decrease to an ability's most integral feature "reach similar values of power seen before?" Not only that, but it's going to require more damage/effort to reach the damage cap ON TOP of that significant damage nerf?
On a class that just got nerfed in terms of Jabs' damage and functionality (including the snare)? Burning Light nerfed by around 33% damage while also essentially halving how frequently it can proc? Am I getting this all right, or am I mistaken? Because this doesn't make any sense to me. What kind of design decision is this? This absolutely needs to be re-evaluated. If you're going to make the damage cap harder to reach, then don't nerf the damage cap. As far as I'm concerned, this is just raising the skill floor for the ability while lowering the burst potential and making it harder to reach when it seems like the intention of the developers was to have it perform similarly to how it historically has on the high end with a little extra added difficulty/effort. Please correct me if I'm mistaken.
- The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
- The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
Live
PTS
Live damage cap: 25304
PTS damage cap: 6335*3= 19005
19005/25304= 75.11%
In what world does a 24.9% decrease to an ability's most integral feature "reach similar values of power seen before?" Not only that, but it's going to require more damage/effort to reach the damage cap ON TOP of that significant damage nerf?
On a class that just got nerfed in terms of Jabs' damage and functionality (including the snare)? Burning Light nerfed by around 33% damage while also essentially halving how frequently it can proc? Am I getting this all right, or am I mistaken? Because this doesn't make any sense to me. What kind of design decision is this? This absolutely needs to be re-evaluated. If you're going to make the damage cap harder to reach, then don't nerf the damage cap. As far as I'm concerned, this is just raising the skill floor for the ability while lowering the burst potential and making it harder to reach when it seems like the intention of the developers was to have it perform similarly to how it historically has on the high end with a little extra added difficulty/effort. Please correct me if I'm mistaken.
- The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
- The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
Live
PTS
Live damage cap: 27945
PTS damage cap: 6996*3= 20988
Difference in damage cap: 6957
Percentage decrease in damage cap: 6957/27945= 24.9%
In what world does a 24.9% decrease to an ability's most integral feature "reach similar values of power seen before?" Not only that, but it's going to require more damage/effort to reach the damage cap ON TOP of that significant damage nerf?
On a class that just got nerfed in terms of Jabs' damage and functionality (including the snare)? Burning Light nerfed by around 33% damage while also essentially halving how frequently it can proc? Am I getting this all right, or am I mistaken? Because this doesn't make any sense to me. What kind of design decision is this? This absolutely needs to be re-evaluated. If you're going to make the damage cap harder to reach, then don't nerf the damage cap. As far as I'm concerned, this is just raising the skill floor for the ability while lowering the burst potential and making it harder to reach when it seems like the intention of the developers was to have it perform similarly to how it historically has on the high end with a little extra added difficulty/effort. Please correct me if I'm mistaken.
Devil's advocate, wouldn't someone who plays a pure DD all in on our resource have advantages over someone splitting? I seem to remember this being the main argument against hybridization back then.
The best part about this is that Templars are going to somehow get another nerf after this patch while Nightblades and Wardens are deleting people in 1 global cooldown. Love this game.
TechMaybeHic wrote: »
- The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
- The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
Live
PTS
Live damage cap: 27945
PTS damage cap: 6996*3= 20988
Difference in damage cap: 6957
Percentage decrease in damage cap: 6957/27945= 24.9%
In what world does a 24.9% decrease to an ability's most integral feature "reach similar values of power seen before?" Not only that, but it's going to require more damage/effort to reach the damage cap ON TOP of that significant damage nerf?
On a class that just got nerfed in terms of Jabs' damage and functionality (including the snare)? Burning Light nerfed by around 33% damage while also essentially halving how frequently it can proc? Am I getting this all right, or am I mistaken? Because this doesn't make any sense to me. What kind of design decision is this? This absolutely needs to be re-evaluated. If you're going to make the damage cap harder to reach, then don't nerf the damage cap. As far as I'm concerned, this is just raising the skill floor for the ability while lowering the burst potential and making it harder to reach when it seems like the intention of the developers was to have it perform similarly to how it historically has on the high end with a little extra added difficulty/effort. Please correct me if I'm mistaken.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Futile attempt to get this looked at knowing it's too late. Just saw mine as well going from a 20k Max, to a 13k Max. Same gear on my NB goes up to 25k bow proc, and that doesn't even count the impossible feat to fill that at the amount of damage being copied on PTS.
TechMaybeHic wrote: »The best part about this is that Templars are going to somehow get another nerf after this patch while Nightblades and Wardens are deleting people in 1 global cooldown. Love this game.
Templars, as an example; will still be able to just do living dark which synergizes well with maras balm
TechMaybeHic wrote: »The best part about this is that Templars are going to somehow get another nerf after this patch while Nightblades and Wardens are deleting people in 1 global cooldown. Love this game.
Templars, as an example; will still be able to just do living dark which synergizes well with maras balm
how does living dark synergize with maras? both proccing on "getting hit" ? this means both synergize with "getting hit" and not with each other. And not even, cuz maras proc from "getting debuffed"
It will still be good. Dk's got nerfed harder next patch and still work good. Warden are dead easy currently but dmg is not crazy. Nb's are way out there on dmg and defense. Templars still have best defence in game and when played right can hit hard. Stop looking at text and try it for real. Most times impact in theory is much bigger than it is while playing. This skill is not all templar does.