MashmalloMan wrote: »Maybe this nerf would help fix the lag because it was secretly putting too much strain on the servers
We need to stop parroting this idealogy from ZOS, it's just an excuse to delete anything and everything interesting from the game. They used that excuse for years and nothing changed the countless times they tried, only for the 1 big change in performance to come from something we requested the entire time, new servers.
Oh it ticks too many times, add a cooldown, change it to a % multiplier, or make it completely unusable. Borrrrrrrrrring.
Not to mention that they've also used that excuse to remove percentage modifiers from time-to-time.
PeacefulAnarchy wrote: »I'm confused as to how this is a nerf?
Live version increasing your damage done with direct damage attacks by 93, up to a maximum of 560. This effect scales off the higher of your Weapon and Spell Damage.
Max reached at 6021 w/s dmg.
New version: increasing your damage done with direct damage attacks by up to 12%. This effect scales off the higher of your Weapon and Spell Damage.
Max reached at 6666 w/s dmg.
12% of 6666 is 800?
Dagoth_Rac wrote: »The flat 560 damage was nice because it buffed the basic damage of a skill before all those other formulas and calculations came into play. So you would get that extra 560, then get your 15% from Deadly Strikes, 5% from Minor Slayer, 5% from Minor Berserk, your 6% from Biting Aura, your 6% from Master-at-Arms, your 5% from Solar Barrage, your 12% from Ancient Knowledge (maybe, destro staff builds only), etc., etc. And those are the easy to get ones solo. In a good group with raid buffs going, you can add even more. Now that 12% will just be added to end of all that stuff. So it is not even a "real" 12%. You very well might just go from 1.65x damage buff multiplier to 1.77x damage buff multiplier, which is like 7% more final damage.
Since each individual hit of Jabs was not all that powerful, especially the AoE component that hits other enemies around the closest enemy (who takes extra damage), that flat 560 was a nice increase in the underlying basic damage of the skill.
Essentially, adding 560 base level damage to something that hits like a wet noodle can give you a reasonable spammable. But multiplying a wet noodle by 1.12 pretty much still leaves you with a wet noodle.
Imagine each hit of Jabs has a base damage of 2,000. That might be lowballing a bit, but this is to show how significant the difference can be.
(2,000 + 560) * 1.65 = 4224
1,000 * (1.65 + 0.12) = 3540
(4224- 3540) / 3540= ~1.19
So a 2,000 damage skill would hit about 19% harder on live versus what was just added to PTS.
Jabs is an inherently a problematic ability to balance because it benefits from Direct Damage boosts while behaving like a DoT. That means it disproportionately benefits from sets like Merciless Charge. And at the end of the day, that ~7% damage boost is the intended behavior of the set.
gariondavey wrote: »Me over here running 8.4k spell damage and merciless charge back bar on my stamplar to desperately try to still make jabs work in pvp
As you'd expect the damage was still lower than old jabs by a significant margin. Guess I'll just have to use wrecking blow?
Theist_VII wrote: »gariondavey wrote: »Me over here running 8.4k spell damage and merciless charge back bar on my stamplar to desperately try to still make jabs work in pvp
As you'd expect the damage was still lower than old jabs by a significant margin. Guess I'll just have to use wrecking blow?
Just switch to ranged, that’s what everyone’s been doing, it has never been more clear that melee Templar is a dead concept.
I might be wrong but didnt they change a lot of skills/passives/sets etc. to have flat bonuses from % based bonuses because of server performance ?
The_Meathead wrote: »Most of us that play Templar in any real amount chose the class years ago for Jabs, if we're being honest. In a game where some people call the combat "floaty", Jabs always felt kinda... meaty?
the1andonlyskwex wrote: »The_Meathead wrote: »Most of us that play Templar in any real amount chose the class years ago for Jabs, if we're being honest. In a game where some people call the combat "floaty", Jabs always felt kinda... meaty?
You and I have very different definitions of "floaty". Jabs has always been one of the floatiest feeling skills in the whole game. It's an AOE so aiming it is imprecise, and it's a channel so the timing feels imprecise too. On top of that, there's no feedback when you hit a target, so it just feels disconnected from everything. If that's not "floaty", I don't know what is.
Blackbird_V wrote: »Literally pew pew snipe does equal to or more damage - especially with vateshran bow.
I just don't *** understand the hatred ZoS have with jabs.
It's ok tho, arcanist can have a 100% cleave aoe 22m range beam that also procs azureblight and can hit enemies behind you because why the hell not?
Not surprise me if in the future we see a patch note saying: "Deadly strikes no longer boosts damage if it's direct damage". ZoS truly is on a crusade to make the skill unusable.
Blackbird_V wrote: »Literally pew pew snipe does equal to or more damage - especially with vateshran bow.
I just don't *** understand the hatred ZoS have with jabs.
It's ok tho, arcanist can have a 100% cleave aoe 22m range beam that also procs azureblight and can hit enemies behind you because why the hell not?
Not surprise me if in the future we see a patch note saying: "Deadly strikes no longer boosts damage if it's direct damage". ZoS truly is on a crusade to make the skill unusable.
...not to mention the flailing spastic animation since U35. Never forget!
YandereGirlfriend wrote: »Blackbird_V wrote: »Literally pew pew snipe does equal to or more damage - especially with vateshran bow.
I just don't *** understand the hatred ZoS have with jabs.
It's ok tho, arcanist can have a 100% cleave aoe 22m range beam that also procs azureblight and can hit enemies behind you because why the hell not?
Not surprise me if in the future we see a patch note saying: "Deadly strikes no longer boosts damage if it's direct damage". ZoS truly is on a crusade to make the skill unusable.
...not to mention the flailing spastic animation since U35. Never forget!
Indeed! Flurry animation looks like you're trying to do that liquid thing from like an early 2000s rave.
VinnyGambini wrote: »Do you know what is actually hilarious? Lets compare draugrkin with maelstrom 2h builds.
1. I create templar maelstrom 2h build. I invest 2 piece and skill slot. I spam puncturing strikes. So 3 hits + LA + burning light every 2s. 4,5 hits average × 560 = 2520 - this is OP, we have to nerf this.
2. I make DK draugrkin build. I invest 5 piece, but no skill slot. I have 3 status effects, 4 dots, LA and I spam whip. 9 hits total. 9× 333= 2997 - this is perfectly fine, balanced.
Seriously ZOS hates jabplars.
MashmalloMan wrote: »VinnyGambini wrote: »Do you know what is actually hilarious? Lets compare draugrkin with maelstrom 2h builds.
1. I create templar maelstrom 2h build. I invest 2 piece and skill slot. I spam puncturing strikes. So 3 hits + LA + burning light every 2s. 4,5 hits average × 560 = 2520 - this is OP, we have to nerf this.
2. I make DK draugrkin build. I invest 5 piece, but no skill slot. I have 3 status effects, 4 dots, LA and I spam whip. 9 hits total. 9× 333= 2997 - this is perfectly fine, balanced.
Seriously ZOS hates jabplars.
Didn't you just disprove your own point? Draug takes 5 pieces and gives a healing done nerf. It's jusitfyably stronger because it appies to everything, has a kiss/curse, that is the definition of balanced. MA 2H was not, especially under the right circumstances like Sorc/Templar.
Honestly, I'm kinda happy I'm not forced to use it for PVE, it's still strong in comparison to the other 2p sets, but it's not a requirement that forces me into Flurry spam which always bugged me as 100% ST and as a channel. Now I can use other skills without feeling punished.. At least from a sorc pve perspective which saw just as much if not more use than Templar pve dps.
Renato90085 wrote: »MashmalloMan wrote: »VinnyGambini wrote: »Do you know what is actually hilarious? Lets compare draugrkin with maelstrom 2h builds.
1. I create templar maelstrom 2h build. I invest 2 piece and skill slot. I spam puncturing strikes. So 3 hits + LA + burning light every 2s. 4,5 hits average × 560 = 2520 - this is OP, we have to nerf this.
2. I make DK draugrkin build. I invest 5 piece, but no skill slot. I have 3 status effects, 4 dots, LA and I spam whip. 9 hits total. 9× 333= 2997 - this is perfectly fine, balanced.
Seriously ZOS hates jabplars.
Didn't you just disprove your own point? Draug takes 5 pieces and gives a healing done nerf. It's jusitfyably stronger because it appies to everything, has a kiss/curse, that is the definition of balanced. MA 2H was not, especially under the right circumstances like Sorc/Templar.
Honestly, I'm kinda happy I'm not forced to use it for PVE, it's still strong in comparison to the other 2p sets, but it's not a requirement that forces me into Flurry spam which always bugged me as 100% ST and as a channel. Now I can use other skills without feeling punished.. At least from a sorc pve perspective which saw just as much if not more use than Templar pve dps.
Same here,I alway want use class spam like CW or SA..
But it bis,all class can run vma greatsword and spam flurry do 130k
so I only can spam flurry if group need my Sorc do st dmg
Theist_VII wrote: »Renato90085 wrote: »MashmalloMan wrote: »VinnyGambini wrote: »Do you know what is actually hilarious? Lets compare draugrkin with maelstrom 2h builds.
1. I create templar maelstrom 2h build. I invest 2 piece and skill slot. I spam puncturing strikes. So 3 hits + LA + burning light every 2s. 4,5 hits average × 560 = 2520 - this is OP, we have to nerf this.
2. I make DK draugrkin build. I invest 5 piece, but no skill slot. I have 3 status effects, 4 dots, LA and I spam whip. 9 hits total. 9× 333= 2997 - this is perfectly fine, balanced.
Seriously ZOS hates jabplars.
Didn't you just disprove your own point? Draug takes 5 pieces and gives a healing done nerf. It's jusitfyably stronger because it appies to everything, has a kiss/curse, that is the definition of balanced. MA 2H was not, especially under the right circumstances like Sorc/Templar.
Honestly, I'm kinda happy I'm not forced to use it for PVE, it's still strong in comparison to the other 2p sets, but it's not a requirement that forces me into Flurry spam which always bugged me as 100% ST and as a channel. Now I can use other skills without feeling punished.. At least from a sorc pve perspective which saw just as much if not more use than Templar pve dps.
Same here,I alway want use class spam like CW or SA..
But it bis,all class can run vma greatsword and spam flurry do 130k
so I only can spam flurry if group need my Sorc do st dmg
If that’s your concern, they could have found a work around to exclude Flurry, they didn’t need to bury it for Jabs.
Now I’ve got about 4-5 different gold Maelstrom Greatswords that are useless.
Honestly at this point I would rather the arena weapon go back to the original idea of a bleed.
This also nerfs Warden since Chilled is direct damage as far as i know.
MashmalloMan wrote: »VinnyGambini wrote: »Do you know what is actually hilarious? Lets compare draugrkin with maelstrom 2h builds.
1. I create templar maelstrom 2h build. I invest 2 piece and skill slot. I spam puncturing strikes. So 3 hits + LA + burning light every 2s. 4,5 hits average × 560 = 2520 - this is OP, we have to nerf this.
2. I make DK draugrkin build. I invest 5 piece, but no skill slot. I have 3 status effects, 4 dots, LA and I spam whip. 9 hits total. 9× 333= 2997 - this is perfectly fine, balanced.
Seriously ZOS hates jabplars.
Didn't you just disprove your own point? Draug takes 5 pieces and gives a healing done nerf. It's jusitfyably stronger because it appies to everything, has a kiss/curse, that is the definition of balanced. MA 2H was not, especially under the right circumstances like Sorc/Templar.
Honestly, I'm kinda happy I'm not forced to use it for PVE, it's still strong in comparison to the other 2p sets, but it's not a requirement that forces me into Flurry spam which always bugged me as 100% ST and as a channel. Now I can use other skills without feeling punished.. At least from a sorc pve perspective which saw just as much if not more use than Templar pve dps.
VinnyGambini wrote: »MashmalloMan wrote: »VinnyGambini wrote: »Do you know what is actually hilarious? Lets compare draugrkin with maelstrom 2h builds.
1. I create templar maelstrom 2h build. I invest 2 piece and skill slot. I spam puncturing strikes. So 3 hits + LA + burning light every 2s. 4,5 hits average × 560 = 2520 - this is OP, we have to nerf this.
2. I make DK draugrkin build. I invest 5 piece, but no skill slot. I have 3 status effects, 4 dots, LA and I spam whip. 9 hits total. 9× 333= 2997 - this is perfectly fine, balanced.
Seriously ZOS hates jabplars.
Didn't you just disprove your own point? Draug takes 5 pieces and gives a healing done nerf. It's jusitfyably stronger because it appies to everything, has a kiss/curse, that is the definition of balanced. MA 2H was not, especially under the right circumstances like Sorc/Templar.
Honestly, I'm kinda happy I'm not forced to use it for PVE, it's still strong in comparison to the other 2p sets, but it's not a requirement that forces me into Flurry spam which always bugged me as 100% ST and as a channel. Now I can use other skills without feeling punished.. At least from a sorc pve perspective which saw just as much if not more use than Templar pve dps.
I will never get you pve players. Like seriously, you can do like any pve content with any class. I really dont get it why you want some class buffed or nerfed for pve. I dont get it why 5k dps increase or decrease is so important, when you will kill boss anyway.
From my perspective balancing PvP should be always priority, reasons are obvious.
VinnyGambini wrote: »MashmalloMan wrote: »VinnyGambini wrote: »Do you know what is actually hilarious? Lets compare draugrkin with maelstrom 2h builds.
1. I create templar maelstrom 2h build. I invest 2 piece and skill slot. I spam puncturing strikes. So 3 hits + LA + burning light every 2s. 4,5 hits average × 560 = 2520 - this is OP, we have to nerf this.
2. I make DK draugrkin build. I invest 5 piece, but no skill slot. I have 3 status effects, 4 dots, LA and I spam whip. 9 hits total. 9× 333= 2997 - this is perfectly fine, balanced.
Seriously ZOS hates jabplars.
Didn't you just disprove your own point? Draug takes 5 pieces and gives a healing done nerf. It's jusitfyably stronger because it appies to everything, has a kiss/curse, that is the definition of balanced. MA 2H was not, especially under the right circumstances like Sorc/Templar.
Honestly, I'm kinda happy I'm not forced to use it for PVE, it's still strong in comparison to the other 2p sets, but it's not a requirement that forces me into Flurry spam which always bugged me as 100% ST and as a channel. Now I can use other skills without feeling punished.. At least from a sorc pve perspective which saw just as much if not more use than Templar pve dps.
I will never get you pve players. Like seriously, you can do like any pve content with any class. I really dont get it why you want some class buffed or nerfed for pve. I dont get it why 5k dps increase or decrease is so important, when you will kill boss anyway.
From my perspective balancing PvP should be always priority, reasons are obvious.
Theist_VII wrote: »This also nerfs Warden since Chilled is direct damage as far as i know.
Not quite sure about that interaction, but it goes without a doubt that every class was negatively impacted by this change, except for Arcanist and maybe Dragonknight.
Reason I put so much focus on Templar in the title of the thread is because @ZOS_GinaBruno handed @ZOS_Kevin a satire piece about Puncturing Strikes overperforming, to publish, which I found hilarious.
Talk about getting set up. 😂