baselesschart wrote: »I don't think its a bad idea. Especially with all these nightblades running around with React Faster's build, there is a ton of crit damage going around. Definitely not going to be a bridge for PvE players into PvP though. Lowering the bar to make it accessible to lower skilled players is not a good idea.
Crit has been nerfed across the board.
We're already in a tank meta. The only thing countering this overheating mess is crit damage damage and just because assassin's will hits hard is not enough to give away another source of damage negation.
Dem_kitkats1 wrote: »I think it will take more than that to make PvP more accessible to PvErs. I agree though, 1 mundus for spell/weapon damage, and converting the Warrior to something else makes sense. However, I worry about adding more mitigation to the game in it's current state.
DrNukenstein wrote: »Alternatively, the apprentice could also work since someone using this mundus would be an "apprentice" of pvp while they work on a good set of impen gear which would give as much or more crit resist at less of a damage cost.
You already get crit resistance for free. I believe it's 1320. We're talking about 15% reduction for just existing. That's significant. Most NBs not named me run well under 125% crit damage.
You already get a 55% damage reduction in battle spirit.
You can negate an additional 27% crit damage via impen.
They have nerfed crit damage AND crit % in the last year.
We have never had a tank meta like the one we're in where 90% of cyrodiil is walking around with an average 38k health.
If you are a pver who wants to get into PVP, now is the time if all you care about is not dying. Unfortunately some people think this is how you learn to PVP. It's the opposite. This is how you learn to be lazy and get upset because your poorly defended 45k tank got soloed.
We need to stop this madness. If someone wants to PVP, join a guild, get good gear, and expect to die a lot. This is how you get better at the game.
YandereGirlfriend wrote: »You already get crit resistance for free. I believe it's 1320. We're talking about 15% reduction for just existing. That's significant. Most NBs not named me run well under 125% crit damage.
You already get a 55% damage reduction in battle spirit.
You can negate an additional 27% crit damage via impen.
They have nerfed crit damage AND crit % in the last year.
We have never had a tank meta like the one we're in where 90% of cyrodiil is walking around with an average 38k health.
If you are a pver who wants to get into PVP, now is the time if all you care about is not dying. Unfortunately some people think this is how you learn to PVP. It's the opposite. This is how you learn to be lazy and get upset because your poorly defended 45k tank got soloed.
We need to stop this madness. If someone wants to PVP, join a guild, get good gear, and expect to die a lot. This is how you get better at the game.
Just want to correct a few numbers in here:
You get 20% Crit Resistance via Battle Spirit as 1320 / 66 = 20
You get ~13% from Full Impen as 127 * 7 = 889 / 66 = 13.5 (15 if you also use an Impen shield)
Overall, I agree with your sentiment at the end that new PvP players need to adjust their expectations to include dying a lot. But I also think that you're getting way too caught up in the particular circumstances of the current meta and dismissing what would be a positive change/interesting build option in a healthier balance context. It's also hard to get around the clear self-interest that you have in preserving the power of your own build and playstyle, haha.
DrNukenstein wrote: »For me, what made it possible to live long enough to recognize my mistakes with out compromising hard on damage was getting 8% crit resist. It sounds small, but that much crit resist makes it feel like an entirely different game. If a set of divines could give enough crit resist to negate the shadow, then PVEr's could get that nice layer of crit resist that makes pvp feel possible.
Dem_kitkats1 wrote: »DrNukenstein wrote: »For me, what made it possible to live long enough to recognize my mistakes with out compromising hard on damage was getting 8% crit resist. It sounds small, but that much crit resist makes it feel like an entirely different game. If a set of divines could give enough crit resist to negate the shadow, then PVEr's could get that nice layer of crit resist that makes pvp feel possible.
I can understand wanting to give more mitigation to new players to help them survive longer. However, there are already so many options in regards to defense and mobility that there comes a point where players simply need to learn and cultivate their skills by playing and practicing. As it is, we are already seeing the tipping point of overly trying to empower those at the bottom.
Survivability is definitely 1 aspect in gaining more skill, but more importantly, the experience needs to have an element of fun and be rewarding to retain interest. New players are always going to die more quickly and often no matter what. However, with amount of healing and mitigation that experienced players have access to, there is also no reward for new players. When I was new to PvP I remember it was the healing and mitigation of experienced players that made PvP feel hopeless. It was a defeating experience that a group of us inexperienced players couldn't take down 1 player, while he simultaneously killed all of us. If it wasn't for my friends, I would've completely turned my back on PvP because of those experiences. IMO mitigation is a small blessing, but a much larger curse for new players.
DrNukenstein wrote: »When I say more accessible I mean:
What makes pvp a different game is that critical chance by itself is turned into a dud stat once you go from 30% effective crit damage (with base crit resist) to 16% effective crit damage (full impen). It's that 13% crit resist that enforces different itemization in pvp. Currently to follow this unofficial rule, you need gear designed for it. Giving more players a way to get that crucial layer of critical resist outside of specific (and often expensive) gear choices would open the possibility to "exist" in pvp to more players. I wouldn't stack it on top of impen, and it would always cost more damage than impen for ideally 2% less crit resist in full divines, but it would be a way for more players to get what they need to even have a chance at learning pvp.
This wouldn't address poor reward and ladder systems, or out of control balance issues. I think it would open the floor though.
DrNukenstein wrote: »Could this be the bridge that opens PVP up to PVE'rs?
plenty of people? nah, not enough people for them to care, sorry but it's just the cold truthI mean... Plenty of people get into MMOs for PvP.
I think the OPs idea has promising potential, buuuuut, IMO ZOS appears to be introducing new sets with more aggressive crit options, and bringing more viability to crit builds in PVP.
Will this mundus negate the effectiveness of the snazzy new gear? Would it be… Balanced 😂
baselesschart wrote: »
Crit has been nerfed across the board.
We're already in a tank meta. The only thing countering this overheating mess is crit damage damage and just because assassin's will hits hard is not enough to give away another source of damage negation.
People don't even really run heavy crit resist, not like they did in the past. Which would explain in part why crits hit so hard. Even with crits hitting hard, its not countering the tank meta. There are still builds that enable you to survive even against a full damage critblade. Healing and damage mitigation need an entire rework imo, and until then, balance is going to be horrible.