I'd be really interested in seeing those screenshots if you didn't mind sharing. My poor templar.
Not sure if that was their intentions, but it feels like what happened.
What is the problem with this though?
It's a clever way to fight power creep. Never increase the power ceiling, just add more gradient to the slope.
I took screenshots of my entire builds. Looking at the stats on the character sheet and at each of my individual skills, my VR14 Templar has reduced damage output and healing output. Basically less spell damage then before, less spell critical, less spell damage in each skill, less healing in each skill....for the exact same build.
So ZOS basically reduced VR14 damage/healing output instead of leaving VR14 as is and making content(mobs, npc, quests) more powerful? Basically a VR16 in IC is now what a pre-IC VR14 was?
Before IC VR14:
Reflective Light IV - 3197 flame damage / 1568 Magicka cost
Radiant Oppression IV - 11515 magic damage / 2774 Magicka cost
Breath of Life IV - 7385 Health / 2774 Magicka cost
Shooting Star IV - 9046 flame damage / 192 Ultimate
After IC patch VR14:
Reflective Light IV - 2849 flame damage / 1567 Magicka cost
Radiant Oppression IV - 10780 magic damage / 2772 Magicka cost
Breath of Life IV - 6913 health / 2772 Magicka cost
Shooting Star IV - 8064 flame damage / 192 Ultimate
PitchesBeTreble wrote: »They have officially broke this game.
Don't forget to make nearly all the current gear worthless, while introducing 'new' gear that has most of the same stats but sport different, fancy names.I took screenshots of my entire builds. Looking at the stats on the character sheet and at each of my individual skills, my VR14 Templar has reduced damage output and healing output. Basically less spell damage then before, less spell critical, less spell damage in each skill, less healing in each skill....for the exact same build.
So ZOS basically reduced VR14 damage/healing output instead of leaving VR14 as is and making content(mobs, npc, quests) more powerful? Basically a VR16 in IC is now what a pre-IC VR14 was?
Yeah, based on past experience with ZOS when releasing new content, they repeatedly nerf every one's characters to make them gain back what they have lost.
CP system was released: Every one's characters lost about 5% off of all their good skill passives so they had to grind CP to gain those passives back.
IC released: Nerf all stats and hope no one notices.
Lava_Croft wrote: »Don't forget to make nearly all the current gear worthless, while introducing 'new' gear that has most of the same stats but sport different, fancy names.
Pangnirtung wrote: »Lava_Croft wrote: »Don't forget to make nearly all the current gear worthless, while introducing 'new' gear that has most of the same stats but sport different, fancy names.
And when Orsinium comes out there is no guarantee that the NEW gear that was made/crafted won't be nerfed again to make the new stuff more desirable.
A never ending nerf cycle it seems.
I guess this is part of the never ending battle against power creep.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
This is completely wrong. EVERY spell is lowered. Every single one. That's not a bug fix, it's a global reduction of spell damage or healing power. I've reviewed every Templar ability and other off skill stats, before and after. They are all lowered.Rescorla_ESO wrote: »Rescorla_ESO wrote: »
How is it a nerf if the new design of the stat RPG system affects everyone equally?
Because I built my character to progress. Progrssion fail.
You can still progress thru all the content just fine. It's just no longer faceroll mind numbingly easy.
What you are failing to account for is that a lot of what you consider a "nerf" was in reality bug fixes. The sharpened mace fix being a good example. Players using that weapon were doing way to much DPS than they should have. Now damage output is closer to where the devs want it to be.