At the cost of no longer having passive wd/sd on stacks.
MashmalloMan wrote: »There's nothing in the notes to suggest it still stacks to 10 other than a feeling that ZOS hasn't got a clue on how to balance this game properly.
I do think the intent is for the stack cap to be double of the stack requirement, thus going from 5 to 4 should make the cap go from 10 to 8.
In other words, it's now functionally identical to Bound Armaments, except it heals, deals 21% more damage, and fires in 1 fast projectile vs 4 delayed easy to dodge projectiles.
CameraBeardThePirate wrote: »MashmalloMan wrote: »There's nothing in the notes to suggest it still stacks to 10 other than a feeling that ZOS hasn't got a clue on how to balance this game properly.
I do think the intent is for the stack cap to be double of the stack requirement, thus going from 5 to 4 should make the cap go from 10 to 8.
In other words, it's now functionally identical to Bound Armaments, except it heals, deals 21% more damage, and fires in 1 fast projectile vs 4 delayed easy to dodge projectiles.
Even if the stack cap is reduced to 8, being able to Relentless -> ability -> Relentless-> ability -> Relentless is still crazy.
MashmalloMan wrote: »CameraBeardThePirate wrote: »MashmalloMan wrote: »There's nothing in the notes to suggest it still stacks to 10 other than a feeling that ZOS hasn't got a clue on how to balance this game properly.
I do think the intent is for the stack cap to be double of the stack requirement, thus going from 5 to 4 should make the cap go from 10 to 8.
In other words, it's now functionally identical to Bound Armaments, except it heals, deals 21% more damage, and fires in 1 fast projectile vs 4 delayed easy to dodge projectiles.
Even if the stack cap is reduced to 8, being able to Relentless -> ability -> Relentless-> ability -> Relentless is still crazy.
Totally, but Merc still deals 14% more. From that point of view it's a fair morph choice now where as before 1 was for passive ws damage, the other for actual burst. I understand why they did it from that perspective at least.
The real problem is these skills deal ultimate level burst damage which was previously countered by knowing the player had only 1 in the chamber you could dodge giving you a window to retaliate, now.. we know the story. Notice how not a soul has ever complained about Bound Armaments despite also using 4 stacks and being doubled to 8? It's rocker science to ZOS who just last patch tried to nerf BA by a further 10%.
PTS is up though, I'll be hella surprised if it stacks to 10 still lol.
The worst decision is to add major savagery AND prophecy to this skill... ZOS you had one job, nerf assassination skill line and you managed to buff it somehow once again...
Cominfordatoothbrush wrote: »
Cominfordatoothbrush wrote: »
ZOS, as usual, never backs down. They made a huge mistake by increasing the stack amount, and now they’ll wreck everything because they won’t undo the changes. Stacks should return to 5, and the passive bonus needs to be nerfed to about 125 spell and weapon damage at 5 stacks (25 per stack) to match a 1-piece set bonus—or just scrapped entirely since it’s paired with a heal. Otherwise, we’re headed for complete chaos.
Rkindaleft wrote: »Cominfordatoothbrush wrote: »
It’s a nerf targeted at those beam builds because 95% of people just slotted it on the backbar for free 400 W/SD and never casted it once.
MashmalloMan wrote: »If you ask me, the skill should be changed into a burst + dot that leaves PvE unaffected. Eg. Instead of 4.7k in 1 hit, make it 3k that leaves a leaching poison for 4s with a 1.7k tooltip, scaling up to 100% damage done below 50% health. Burst goes down, total damage stays the same, but now leaves a strong dot that scales in execute, aka fitting the line's theme, buffing PvE, and balancing PvP.
CameraBeardThePirate wrote: »MashmalloMan wrote: »There's nothing in the notes to suggest it still stacks to 10 other than a feeling that ZOS hasn't got a clue on how to balance this game properly.
I do think the intent is for the stack cap to be double of the stack requirement, thus going from 5 to 4 should make the cap go from 10 to 8.
In other words, it's now functionally identical to Bound Armaments, except it heals, deals 21% more damage, and fires in 1 fast projectile vs 4 delayed easy to dodge projectiles.
Even if the stack cap is reduced to 8, being able to Relentless -> ability -> Relentless-> ability -> Relentless is still crazy.
MashmalloMan wrote: »CameraBeardThePirate wrote: »MashmalloMan wrote: »There's nothing in the notes to suggest it still stacks to 10 other than a feeling that ZOS hasn't got a clue on how to balance this game properly.
I do think the intent is for the stack cap to be double of the stack requirement, thus going from 5 to 4 should make the cap go from 10 to 8.
In other words, it's now functionally identical to Bound Armaments, except it heals, deals 21% more damage, and fires in 1 fast projectile vs 4 delayed easy to dodge projectiles.
Even if the stack cap is reduced to 8, being able to Relentless -> ability -> Relentless-> ability -> Relentless is still crazy.
I was totally wrong, they are indeed, blind to the decisions they make and kept the ability at 10 stacks instead of 8. Normally I'm not surprised, I guess I should know better by now, but this takes the cake. How could they miss this lol. This is exactly like week 1 last PTS where they nerfed Bound Armaments by -10% while buffing Grim Focus to 600/450 w/s damage. 🤣
They can't even be bothered to hide the favouritism anymore.
Tommy_The_Gun wrote: »Why do I have a feeling that something that I feared will happen is starting to happen ?
I mean it seems like ZOS does no longer look at "a class"... as if it is "a class" with certain tools that has some advantages here & some disadvantages there. It seems like they are rather looking at individual skill trees um... separately ?
I mean the only reason why Catalyst passive is getting nerf--hammerd (was it even OP since it has item cost ? ) is that OTHER classes can potentially have out-of-combat ulit gen by picking syphoning, oh noes, something like this was never meant to happen ? WE MEST NURF ! XD
I mean it looks like that. It is all cuz of subclassing. And it is just the 1st patch after sublassing was itroduced.... oh my... the class identity, build diversity and play-styles are all gonna end up in a blast furnace and what comes out of it will be what we have left....
MashmalloMan wrote: »ZOS, as usual, never backs down. They made a huge mistake by increasing the stack amount, and now they’ll wreck everything because they won’t undo the changes. Stacks should return to 5, and the passive bonus needs to be nerfed to about 125 spell and weapon damage at 5 stacks (25 per stack) to match a 1-piece set bonus—or just scrapped entirely since it’s paired with a heal. Otherwise, we’re headed for complete chaos.
I disagree, the problem isn't the stacks being doubled, that actually feels quite nice as a quality of life feature, and it's fun to use in all content now, deciding when to use both shots or not, to me, it's the burst damage.
For context using ESO skill websites with standardized stats.
Mercilous does 37% more damage than Bound Armaments in 1 hit vs spread out over 1.2s/4 hits.
Mercilous does 20% more damage than Dawnbeaker of Smiting.
Mercilous does 12% more damage than 120 ult Incap, while also adopting the +20% damage done from the ult itself.
At a tooltip of 4752, it deals more than any burst skill you can think of and you can use it every 5s. 20s dots have roughly around 6000 for their tooltips, but they deal it over such a long period of time that the DPS is only 300/s.
If you ask me, the skill should be changed into a burst + dot that leaves PvE unaffected. Eg. Instead of 4.7k in 1 hit, make it 3k that leaves a leaching poison for 4s with a 1.7k tooltip, scaling up to 100% damage done below 50% health. Burst goes down, total damage stays the same, but now leaves a strong dot that scales in execute, aka fitting the line's theme, buffing PvE, and balancing PvP.
Idk. I'm not gonna pretend everyone would like that, but there's no reason for it to hit as hard as it does with subclassing.
MashmalloMan wrote: »CameraBeardThePirate wrote: »MashmalloMan wrote: »There's nothing in the notes to suggest it still stacks to 10 other than a feeling that ZOS hasn't got a clue on how to balance this game properly.
I do think the intent is for the stack cap to be double of the stack requirement, thus going from 5 to 4 should make the cap go from 10 to 8.
In other words, it's now functionally identical to Bound Armaments, except it heals, deals 21% more damage, and fires in 1 fast projectile vs 4 delayed easy to dodge projectiles.
Even if the stack cap is reduced to 8, being able to Relentless -> ability -> Relentless-> ability -> Relentless is still crazy.
I was totally wrong, they are indeed, blind to the decisions they make and kept the ability at 10 stacks instead of 8. Normally I'm not surprised, I guess I should know better by now, but this takes the cake. How could they miss this lol. This is exactly like week 1 last PTS where they nerfed Bound Armaments by -10% while buffing Grim Focus to 600/450 w/s damage. 🤣
They can't even be bothered to hide the favouritism anymore.
Why would armaments be similar to merciless if there is already curse/prey in that skill line, which always provided more DPS for sorcs in pve before multiclassing compared to merciless for NBs and other morph(haunting curse) being undeniably better in pvp since it's a delayed burst while merciless isn't
What's your point? You're saying you want to buff merciless in pve and nerf in pvp but suggest changes that would make it worse in pve and better in pvp
MashmalloMan wrote: »I disagree, the problem isn't the stacks being doubled, that actually feels quite nice as a quality of life feature, and it's fun to use in all content now, deciding when to use both shots or not, to me, it's the burst damage.
ArctosCethlenn wrote: »I've said it before but they should really separate bowproc's damage into an initial hit plus a short dot. If it changed from X direct to 0.75X + 0.25X over three or four seconds, you'd have roughly the same damage per cast, but banking multiple shots to fire back to back would lose some upfront burst and overall damage via the dot ticks being overwritten. It's a hell of a pubstomping skill at the moment which isn't exactly healthy.