BardokRedSnow wrote: »BardokRedSnow wrote: »im already done with them lol, was able to reroll so multiple lines were the same thing. Its fine as is, its not meant to be done all in a day but if you want, you can easily do them within an hour or so.
Sure, if you are lucky enough for RNG to give you easy duplicates.
you get ten rerolls and even amongst the ones i didnt feel like doing, they're all trivial. i didnt wanna pick alchemy ingredients and got 3 for incursions instead, by accident really. Its not at all hard. Was similar last time also.
You get 5 a week. And for me, most of those have been rerolling one annoying task to another rather than something I'd want to do. Again, RNG.
I literally let out an expletive Tuesday morning (not in game chat which may violate some sort of rule, but IRL) when I saw 5 more gather tasks, and then getting gathering again and running out of rerolls.
frogthroat wrote: »


















MashmalloMan wrote: »YandereGirlfriend wrote: »The decision to nerf the most popular Crit Resistance sets without touching Crit Damage is a truly bizarre choice.
The playing field was already tilted wildly in favor of Crit Damage and you have now made the situation even worse. Which is the precise opposite of what most PvP folk have been asking for over the last many patch cycles.
Also, ZOS: where is the Crit Resistance Mundus? Why is Sturdy Horn still unusable and costing a crazily high 250 ult? Can we please un-nerf Impen as a trait? How about Major Enervation as a debuff? Please toss folk a bone to combat the Crit Damage inflation we have experienced over the last several years.
While I agree that they should look at crit damage and crit resist, a big factor in that is subclassing which will inevitably be toned down as class refreshes complete and less people stack the 10~12% from 3 lines. It's already happening with DK refresh since Ardent and Draconic don't have Crit Damage, but should inflate as pure classing becomes more and more popular. Hell I'd be happy if some classes move away from that bonus entirely, I'm not sure why they gave it to DK in the first place, aside from a last minute PVE buff, but here we are, 5/7 classes with crit damage.
Also, their "nerf" didn't do much really. Impreg was always a joke, 5pc static sets like that have been largely underwhelming for 10 years now. We don't use Hunding's Rage, Fortified Brass, etc for a reason.
Rallying Cry is arguably the most popular option, so let's use that as an example:
- 2 piece = 657 Critical Chance
- 3 piece = 1096 Magicka -> 424 Critical Resist
- 4 piece = 657 Critical Chance -> 129 W/S Damage
- 5 piece = 300 W/S Damage + 1650 Critical Resist -> 986 Critical Resist
986 + 424 = 1410
1650 - 1410 = 240
240 / 66 = 3.6%
Effectively you lose 1.1k Magicka which wasn't useful to roughly half the playerbase, and -3.6% crit resist going from +25% to +21.4%, practically nothing, and since RC still provides one of, if not the best 5pc back bar buff you can find, it's still a staple. Not to mention it gives it in aoe for a minor reduction in potency.
Also, should be mentioned that the -3.6% from RC is potentially offset by all the sets that just had +424 (6.4%) Crit Resist added in if you happened to use them too.
This whole thing is inconsequential to say the least, it doesn't read as a balancing pass we need to read into, it reads as "these sets had bonuses that didn't match their 5 piece, use case, or collection, so we adjusted them to make more sense."
If one day they decide that Crit Resist on their spread sheet should be 3x that of a Crit Chance line instead of roughly 2.2x, then all of these sets would be buffed at the same time which would address your feedback.