Veinblood1965 wrote: »It's just the beginning of an endless series of skill and set changes due to subclassing. Many of us are just getting so tired of the constant battle to just play the game without being nudged to redo our favorite builds. I know I am sick to death of it.
ssewallb14_ESO wrote: »They likely wanted to buff the set a bit in PvE while retaining the easier proc condition but didn't want it to start showing up in PvP.
madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
CameraBeardThePirate wrote: »YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
It's bizarre that they made healing sets scale on max stat but didn't do the same for abilities.
It'd likely make the game a lot healthier if you needed Damage for damaging abilities, Health/resists for tanking, and max stat for healing.
MincMincMinc wrote: »CameraBeardThePirate wrote: »YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
It's bizarre that they made healing sets scale on max stat but didn't do the same for abilities.
It'd likely make the game a lot healthier if you needed Damage for damaging abilities, Health/resists for tanking, and max stat for healing.
Well the old days you had balances between the stats used in a healthier way.
- Max Mag was 50% for Wards, and the other 50% for half the damage and heals of WD/SD with the benefit of capacity sustain
- WD/SD doubled as damage and heal tooltips with no sustain aspect
- Pen or % damage done was entirely damage but more efficient
- Armor or % healing was entirely defensive but more efficient
What happened was that zos has bloated the game to the point where the ACTIVE scaling portion of skills is not the right ratio for the rest of the output of builds. For example our total output for a surprise attack used to be mainly the surprise attack hit, not surprise and sunder. So as we are seeing with max stats, soon WD and SD will be forgotten as the actual damage scaling pales in comparison to %damage sources or other effects like sunder.
YandereGirlfriend wrote: »MincMincMinc wrote: »CameraBeardThePirate wrote: »YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
It's bizarre that they made healing sets scale on max stat but didn't do the same for abilities.
It'd likely make the game a lot healthier if you needed Damage for damaging abilities, Health/resists for tanking, and max stat for healing.
Well the old days you had balances between the stats used in a healthier way.
- Max Mag was 50% for Wards, and the other 50% for half the damage and heals of WD/SD with the benefit of capacity sustain
- WD/SD doubled as damage and heal tooltips with no sustain aspect
- Pen or % damage done was entirely damage but more efficient
- Armor or % healing was entirely defensive but more efficient
What happened was that zos has bloated the game to the point where the ACTIVE scaling portion of skills is not the right ratio for the rest of the output of builds. For example our total output for a surprise attack used to be mainly the surprise attack hit, not surprise and sunder. So as we are seeing with max stats, soon WD and SD will be forgotten as the actual damage scaling pales in comparison to %damage sources or other effects like sunder.
It was still bad design to have offense and defense scale from the same stats. Even max stats are too dual-use, IMO.
In a better world, there would be healing-exclusive stats that were a genuine opportunity cost to invest in.
MincMincMinc wrote: »Veinblood1965 wrote: »It's just the beginning of an endless series of skill and set changes due to subclassing. Many of us are just getting so tired of the constant battle to just play the game without being nudged to redo our favorite builds. I know I am sick to death of it.
Problem is that the base core build mechanics of the game are unbalanced and made trivial. So everything hinges on the fringe set and edge mechanics like status effects.........so anytime something minor changes to your core stats suddenly your sets and all the fringe case stuff has to change.
Building used to be such that your 5 piece sets were the core choice you made and were easily swapped. Now so much depends on your skill line choices since most passives are worth 5 piece bonuses and most skills have multiple 5 piece bonus worth of value. So now you can wildly swing all of your choices around depending if any of these variables changes. >>> if you want to run X skill, well now you need Y set and Z other skill
IDK, I'm just mentally living back in the old stam/mag meta where WD sets were the main plug and play worry. Times were simpler and the game played better.
MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »CameraBeardThePirate wrote: »YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
It's bizarre that they made healing sets scale on max stat but didn't do the same for abilities.
It'd likely make the game a lot healthier if you needed Damage for damaging abilities, Health/resists for tanking, and max stat for healing.
Well the old days you had balances between the stats used in a healthier way.
- Max Mag was 50% for Wards, and the other 50% for half the damage and heals of WD/SD with the benefit of capacity sustain
- WD/SD doubled as damage and heal tooltips with no sustain aspect
- Pen or % damage done was entirely damage but more efficient
- Armor or % healing was entirely defensive but more efficient
What happened was that zos has bloated the game to the point where the ACTIVE scaling portion of skills is not the right ratio for the rest of the output of builds. For example our total output for a surprise attack used to be mainly the surprise attack hit, not surprise and sunder. So as we are seeing with max stats, soon WD and SD will be forgotten as the actual damage scaling pales in comparison to %damage sources or other effects like sunder.
It was still bad design to have offense and defense scale from the same stats. Even max stats are too dual-use, IMO.
In a better world, there would be healing-exclusive stats that were a genuine opportunity cost to invest in.
Yeah I think the soft efficiency concept where currently for damage and heal output one line of WD is worth about 2 lines of max stat. Maybe if they inversed this for heals where max stats are worth 2x that of WD...........Problem here now is that nobody cares about WD already since there are no WD sets that compete with the pen, crit, or %dmg sets. So we would see just a net heal jump. Zos would have to push people away from these.
YandereGirlfriend wrote: »MincMincMinc wrote: »CameraBeardThePirate wrote: »YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
It's bizarre that they made healing sets scale on max stat but didn't do the same for abilities.
It'd likely make the game a lot healthier if you needed Damage for damaging abilities, Health/resists for tanking, and max stat for healing.
Well the old days you had balances between the stats used in a healthier way.
- Max Mag was 50% for Wards, and the other 50% for half the damage and heals of WD/SD with the benefit of capacity sustain
- WD/SD doubled as damage and heal tooltips with no sustain aspect
- Pen or % damage done was entirely damage but more efficient
- Armor or % healing was entirely defensive but more efficient
What happened was that zos has bloated the game to the point where the ACTIVE scaling portion of skills is not the right ratio for the rest of the output of builds. For example our total output for a surprise attack used to be mainly the surprise attack hit, not surprise and sunder. So as we are seeing with max stats, soon WD and SD will be forgotten as the actual damage scaling pales in comparison to %damage sources or other effects like sunder.
It was still bad design to have offense and defense scale from the same stats. Even max stats are too dual-use, IMO.
In a better world, there would be healing-exclusive stats that were a genuine opportunity cost to invest in.
skinnycheeks wrote: »The only Weapon/Spell damage stat that doesn't scale with % boosts like Sorcery/Brutality is Bloodthirsty. Coral will still scale with the stats, the same as before. The only difference is that it won't boost your shields or heals.
It's just straight up stronger than other sets like Siroria/Harmony for damage. The issue is actually that it is too strong compared to those, not too weak.
Major_Mangle wrote: »MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »CameraBeardThePirate wrote: »YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
It's bizarre that they made healing sets scale on max stat but didn't do the same for abilities.
It'd likely make the game a lot healthier if you needed Damage for damaging abilities, Health/resists for tanking, and max stat for healing.
Well the old days you had balances between the stats used in a healthier way.
- Max Mag was 50% for Wards, and the other 50% for half the damage and heals of WD/SD with the benefit of capacity sustain
- WD/SD doubled as damage and heal tooltips with no sustain aspect
- Pen or % damage done was entirely damage but more efficient
- Armor or % healing was entirely defensive but more efficient
What happened was that zos has bloated the game to the point where the ACTIVE scaling portion of skills is not the right ratio for the rest of the output of builds. For example our total output for a surprise attack used to be mainly the surprise attack hit, not surprise and sunder. So as we are seeing with max stats, soon WD and SD will be forgotten as the actual damage scaling pales in comparison to %damage sources or other effects like sunder.
It was still bad design to have offense and defense scale from the same stats. Even max stats are too dual-use, IMO.
In a better world, there would be healing-exclusive stats that were a genuine opportunity cost to invest in.
Yeah I think the soft efficiency concept where currently for damage and heal output one line of WD is worth about 2 lines of max stat. Maybe if they inversed this for heals where max stats are worth 2x that of WD...........Problem here now is that nobody cares about WD already since there are no WD sets that compete with the pen, crit, or %dmg sets. So we would see just a net heal jump. Zos would have to push people away from these.
I think seperating damage/healing at this point in the game would be too drastic of a change, but I wouldn't be opposed to an adjustment to how well healing/damage skills scale with max stats compared to wpn/spelldmg (aka change the ratio somewhat).YandereGirlfriend wrote: »MincMincMinc wrote: »CameraBeardThePirate wrote: »YandereGirlfriend wrote: »madmufffin wrote: »Weapon and spell damage buffing barrier is the main issue. Its interaction with brutality and sorcery is probably the other cause. I think overall the change is pretty fair as it was pretty overtuned before and with the higher max value threshold it would be either broken or worthless depending where they kept the damage number at.
Perhaps.
Though it's Reason #345983495894 why it is and was a terrible design decision to make defensive and offensive abilities scale off of the exact same stats.
Imagine a world where Healing Done mods on defensive sets were (super buffed) and necessary rather than simply the dead weight from a "power budget" POV that they are now. Utopia.
It's bizarre that they made healing sets scale on max stat but didn't do the same for abilities.
It'd likely make the game a lot healthier if you needed Damage for damaging abilities, Health/resists for tanking, and max stat for healing.
Well the old days you had balances between the stats used in a healthier way.
- Max Mag was 50% for Wards, and the other 50% for half the damage and heals of WD/SD with the benefit of capacity sustain
- WD/SD doubled as damage and heal tooltips with no sustain aspect
- Pen or % damage done was entirely damage but more efficient
- Armor or % healing was entirely defensive but more efficient
What happened was that zos has bloated the game to the point where the ACTIVE scaling portion of skills is not the right ratio for the rest of the output of builds. For example our total output for a surprise attack used to be mainly the surprise attack hit, not surprise and sunder. So as we are seeing with max stats, soon WD and SD will be forgotten as the actual damage scaling pales in comparison to %damage sources or other effects like sunder.
It was still bad design to have offense and defense scale from the same stats. Even max stats are too dual-use, IMO.
In a better world, there would be healing-exclusive stats that were a genuine opportunity cost to invest in.
The downside with this is that anytime I want to do some outnumbered PvP as a group I'll be forced to have a dedicated healbot with me unless I just want to zergsurf. The concept of having strong self-/crossheals as a damage dealer in PvP isn't bad, but moderation is obviously key. During the PvP event I've spend a lot of time as a duo in nocp, and most of the problem people complain about in PvP genuinely solves itself withou CP active. Feel like CP has a bigger impact on how overtuned things can be than stuff like gear/subclassing etc.