Maintenance for the week of September 22:
· [COMPLETE] NA megaservers for maintenance – September 22, 4:00AM EDT (8:00 UTC) - 10:00AM EDT (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – September 22, 8:00 UTC (4:00AM EDT) - 14:00 UTC (10:00AM EDT)
The maintenance is complete, and the PTS is now back online and patch 11.2.1 is available.

stamplar nerfed again why?

  • renne
    renne
    ✭✭✭✭✭
    ✭✭
    Yiko 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
    fYlG23B.png

    PTS
    z6pGQoC.png

    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.
    Yiko 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
    fYlG23B.png

    PTS
    z6pGQoC.png

    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.

    Put this feedback in the combat thread so it'll actually be seen by people at ZOS other than thread moderators.
  • K9002
    K9002
    ✭✭✭✭✭
    The scaling on weapon/spell damage looks horrible now. So it turns out that only healers get out of it more or less unaffected while everyone else suffers.
  • TechMaybeHic
    TechMaybeHic
    ✭✭✭✭✭
    ✭✭
    Yiko 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
    mgWWmNs.png

    PTS
    ded7jFG.png

    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.
  • DrSlaughtr
    DrSlaughtr
    ✭✭✭✭✭
    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.
    I drink and I stream things.
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭✭
    ninjagank wrote: »
    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.

    This argument has become less and less relevant due to zos shifting the damage formula away from focusing on max resources for better damage to using weapon/spell damage as the primary way to increase damage.

    It's particularly noticeable in pvp where everyone runs around with barely 20k max resources, 35k max health, a crap ton of sustain and easily reaching 7-8k+ weapon/spell damage.
  • TechMaybeHic
    TechMaybeHic
    ✭✭✭✭✭
    ✭✭
    Dekrypted 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.

    Yeah, pretty much made archetypes again. Some better than others. Templars, as an example; will still be able to just do living dark which synergizes well with maras balm, and RD from the back of the zerg. Seems to be what they want.

    Im running my stamplar this week as a bit of a last run. The way the meta has been, it's gotten tough as you need to burst someone down in a hurry or they heal to full. Once PL/POTL is obliterated like it appears to be on PTS; it changes from tough to futile.
    Edited by TechMaybeHic on 25 October 2022 02:57
  • BalticBlues
    BalticBlues
    ✭✭✭✭✭
    ✭✭✭
    Balance is going down the drain for 3 years now.
    ZOS first ruined Sorcs - now they also have ruined Templars.

    Templars now also are only a shadow of what they used to be.
    And I am already bored having to play StamDK and StamWarden in PvP.

    I give up on ESO PvP - RIP.
    Even Overwatch 2 is more balanced and has more choices for me - unbelievable...

    Edited by BalticBlues on 25 October 2022 05:48
  • TechMaybeHic
    TechMaybeHic
    ✭✭✭✭✭
    ✭✭
    Yiko 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
    mgWWmNs.png

    PTS
    ded7jFG.png

    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.

    I got this wrong. My total possible is similar. Reality with the percent being copied is much less.
  • Syiccal
    Syiccal
    ✭✭✭✭✭
    So the question is,, what you swapping it out for?
  • xthrshx
    xthrshx
    ✭✭✭✭✭
    It’s amazing how much they hate templars. So glad I quit this game. Every time I hear more news about it, it’s worse and worse.
    Edited by xthrshx on 31 October 2022 06:36
  • Sergykid
    Sergykid
    ✭✭✭✭✭
    Dekrypted 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"
    -PC EU- / battlegrounds on my youtube
  • TechMaybeHic
    TechMaybeHic
    ✭✭✭✭✭
    ✭✭
    Sergykid wrote: »
    Dekrypted 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"

    One's direct damage, the other is basically status effects being reapplied. Covers a lot of different damage being mitigated by a heal as mitigation
  • WoppaBoem
    WoppaBoem
    ✭✭✭✭✭
    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.
    Xbox EU & NA - PVP Only
  • fizl101
    fizl101
    ✭✭✭✭✭
    ✭✭
    WoppaBoem wrote: »
    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.

    True its not the only skill, but for the 3 of us that still play pve stamplar its yet another nerf to dps on top of the decimation of last patch

    Soupy twist
Sign In or Register to comment.