TechMaybeHic wrote: »So hyperbole to change the subject from the point of Dizzy being outclassed when looking beyond just the direct numbers in a single GCD? Got it
TechMaybeHic wrote: »So hyperbole to change the subject from the point of Dizzy being outclassed when looking beyond just the direct numbers in a single GCD? Got it
Dizzy = damage+Off Balance or snare.
Crushing = 27% less dmg + probably you could add statuss effect and/or you could stunn enemy if he cast spell.
And dizzy boy will add status effects too by using Elemental Susceptibility from back frost bar.
P.s. If you think I'm playing sorc, you're mistaken. My main and only one pvp character is magcro. And yes, I played stamcro using dizzy swing.
I'm playing eso, but it looks like you're playing some kind of shooter with guns and knifes. [snip]xylena_lazarow wrote: »
TechMaybeHic wrote: »
I didnt pick lethal arrow becous its specific class weapon such as sword and board arc weapon now. for this month i didnt see any bowmen exept nb and bash users exept arcanists. obviousle sneaky nb with lethal arrow and equiped proc sets could easy kill his target from safe place. but its not mean that ALL ranged skills are so deadly and deserve to be nerfed, mb magsorc's overload has same threat.Major_Toughness wrote: »
I didnt pick lethal arrow becous its specific class weapon such as sword and board arc weapon now. for this month i didnt see any bowmen exept nb and bash users exept arcanists. obviousle sneaky nb with lethal arrow and equiped proc sets could easy kill his target from safe place. but its not mean that ALL ranged skills are so deadly and deserve to be nerfed, mb magsorc's overload has same threat.Major_Toughness wrote: »
in fight between range and melee, range has 1-2 sec advantage before melee will gasp close to him. After that range cant escape from melee to safe place and nuke him (except sorcs), even nb can be catched when they try to escape. So fight between melee and range will be in small zone where both can punch each other. and at this point melee will feel all his advantages of his stronger abilities.
Major_Toughness wrote: »Concealed is 22% stronger but that got a 10% buff in U41 and is the strongest spammable in the game. Even that is less of a power difference than your original claim.
Major_Toughness wrote: »Concealed is 22% stronger but that got a 10% buff in U41 and is the strongest spammable in the game. Even that is less of a power difference than your original claim.
Concealed Weapon = 0.11363 x 20000+ 1.19311x5000 = 8238.15
but with 10% buff its deal 8238.15x1.1= 9061.965 A bit stronger than dswing or bloodthirst.
Oh, I'm so tired, so let's do this. I agree with all the guys on this topic that melee suck and range OP. So ZOS should buff all melee skills like add 30% dmg or ncreased range to 10m or even 15m and make them instant.
Now I'm going to leave defeated.
https://esoitem.uesp.net/viewSkillCoef.phpxylena_lazarow wrote: »...
IF we have 5k max power and 20k max stat, then:
Dizzying Swing 4 = 0.118795 MaxStat + 1.24735 MaxPower= 8 612, 65
Crushing Shock 4 = (0.03099 MaxStat + 0.325395 MaxPower)x3= 6 740, 325
As you see dizzing ~27,7% stronger than crushing.
IF melee skills so weak, why most of strong pvp players running with 2h/duals front bar and frost staff back bar?
xylena_lazarow wrote: »Dunno what to tell the "2h is meta" guy because 2h is terrible. Those Dizzy Wardens are doing it out of nostalgia.
master_vanargand wrote: »With Battle Spirit's range exceeding 28m, Melee builds are suicidal in Battlegrounds and Cyrodiil and IC.
Most PvP melee builds are only effective indoors, in towers, tree and rock, or in Duel.
I'm surprised too after they made such a big deal over restricting Savage Werewolf to melee range, as well as the idiotic MDW nerf. The current crop of ranged burst procs like Tarnished are more braindead set-and-forget than ever. I'd love to see proc damage restricted to melee range across the board. No "free" damage unless you take the risk.Which Im surprised ZoS has allowed such a huge imbalance on something that affects all aspects of the game including role play. This goes beyond classes but some classes excel at range more than others which leads us right back to the Sorc lol.
How to fix
Damage skills scales off WD/SD
Healing skills scales off Stamina/Magicka
Health based skill heals cap out at 30K HP
My 2c
Let's wait and see, maybe the upcoming change to vampire level 3 or undead will bring something and minimize the high efficiency of the permanent tanks
The righteous Undeath nerf should open the door to melting the blocky blocks with dots, like you could do back in the 30% Defile days, when things were more balanced. This is the best thing they've done for pressure builds in a while.Nah you need to eliminate the use of (block) jewelry cost reduction. There will still be block tanks until you do something about block cost.
Luke_Flamesword wrote: »Actual meta encourages people to put attribute points into health, not stamina/magicka even if they want to build dd build, not typical tank. So what you think about simple solution - bonuses and penalties for using every point in specific attribute? For every point of health you will be have damage reduced per X% in PvP (only PvP, it can't touch PvE), for every point of stamina/magicka you will have damage increased.
I know that people can still take all magicka/stamina and then put all defense sets instead one defense and one damage. But we can go further with giving some more penalties for having too much armor/health in general. Idea is simple - if you want be really tanky tank - you can, but your damage will be pitty not matter what you will use.
We can go even further - some damage reduction while you are healed. Not too big of course and only when you received too much health per second, so too much healing will be crippling people.
There must be this choice - damage or survability. More damage = less survability. More survability = less damage.
xylena_lazarow wrote: »The righteous Undeath nerf should open the door to melting the blocky blocks with dots, like you could do back in the 30% Defile days, when things were more balanced. This is the best thing they've done for pressure builds in a while.Nah you need to eliminate the use of (block) jewelry cost reduction. There will still be block tanks until you do something about block cost.
It means that if you want the Stage 3 effect back, you adapt by wearing Pariah. Because players won't be degenerately tanky anymore, you'll be able to run heavy armor brawler builds with both tank and damage sets to both survive and close kills, like back when the meta was more balanced, not this "Stage 3 tank with 3 damage sets" degeneracy.It will not. DoT nerf was like x2 nerf on everything. Undeath change won't do anything to return that meta. Or do you mean pre-proc scaling? I don't want that meta back ever.
xylena_lazarow wrote: »It means that if you want the Stage 3 effect back, you adapt by wearing Pariah. Because players won't be degenerately tanky anymore, you'll be able to run heavy armor brawler builds with both tank and damage sets to both survive and close kills, like back when the meta was more balanced, not this "Stage 3 tank with 3 damage sets" degeneracy.It will not. DoT nerf was like x2 nerf on everything. Undeath change won't do anything to return that meta. Or do you mean pre-proc scaling? I don't want that meta back ever.
Not sure what you mean, but it's better PvP to have a chance to fight back against pressure brawlers, than to be instantly deleted by stacks of proc sets from some invisible jerks 41m away who are long gone before you can pop a detect. Morrowind was an underrated PvP meta, midrange bleed pressure builds were prevalent, but there were plenty of two gcd burst combo glass cannons, and heavy Defile attrition brawlers, a nice balanced triangle meta.DoTs are being balanced against PvE, thus they can't allow them to be good, or else they might start doing more than 2 spammable damage over 20 seconds!