So impenetrable is fixed now. Huzzah!@ZOS_Eric wrote:Impenetrable has been tweaked in 1.6, it now reduces incoming critical damage instead of reducing the chance to be hit with a critical strike. This means abilties such as critical surge will now give the caster health. We like the fact that Impenetrable is very powerful in AvA but would like to further adjust the way it works so players have more gearing options in AvA.
Wolfenbelle wrote: »For whatever reason, this forum seems to be dominated by PvP players who are always asking for this or that 'nerf' (adjustment) to help their style of play. However, the dominant posters here seem to completely ignore the fact that the game is far more than just PvP. Personally, I find the constant changes to the game make it a struggle for me to just relax and enjoy ESO. In January the huge move to the Champion System will be released, and it will change everything. So can folks just settle down for awhile and let things be as they are?
Impenetrable just needs to be changed from reduced crit chance to reduced crit damage, capping at a max of 7% per slot with legendary gear (6% on purple, 5% for blue, 4% for green, and 3% base.)
That means with the max of 8 pieces of gear having impenetrable (7 armor + 1 shield), you'd be taking 56% less damage from critical hits with all legendary gear, or 24% less damage from critical hits in all white gear.
Impenetrable just needs to be changed from reduced crit chance to reduced crit damage, capping at a max of 7% per slot with legendary gear (6% on purple, 5% for blue, 4% for green, and 3% base.)
That means with the max of 8 pieces of gear having impenetrable (7 armor + 1 shield), you'd be taking 56% less damage from critical hits with all legendary gear, or 24% less damage from critical hits in all white gear.
Right now, sorcs are mostly balanced, and they are balanced taking into consideration that crit is not reliable. If crit becomes reliable, sorcs will become too powerful. Even a 56% reduction in crit damage is huge in terms of the healing returns from crit surge.
At the moment, sorcs are not underpowered for pvp.
The complaints for sorcs are mostly based on PVE, and it just seems like the PVPers are taking advantage of this to push an agenda for pvp.
the real issue imho is that there's too much useles trait, if we'd have better trait you'd probably see less people just putting impen by default, and PVE people, don't tell me you wouldn't like to have someting better than sturdy, training, explo, well fitted...
Right now, sorcs are mostly balanced, and they are balanced taking into consideration that crit is not reliable. If crit becomes reliable, sorcs will become too powerful. Even a 56% reduction in crit damage is huge in terms of the healing returns from crit surge.
At the moment, sorcs are not underpowered for pvp.
The complaints for sorcs are mostly based on PVE, and it just seems like the PVPers are taking advantage of this to push an agenda for pvp.
I literally have no idea what you are talking about here.Rune_Relic wrote:BUT...crit and crit damage is not something that builds over time. Its not like static charge building up or something.
Impenetrable just needs to be changed from reduced crit chance to reduced crit damage, capping at a max of 7% per slot with legendary gear (6% on purple, 5% for blue, 4% for green, and 3% base.)
That means with the max of 8 pieces of gear having impenetrable (7 armor + 1 shield), you'd be taking 56% less damage from critical hits with all legendary gear, or 24% less damage from critical hits in all white gear.
wont this be a nerf to impen?
before everyone gets on board with this, yes impen is a super counter to crit builds, but if you remember vamp sorcs at launch before impen was discovered, they were unstoppable. Their healing will be up, their ult gen will be up...
edit: Negates are already too strong, i dont fancy seeing 2 sorcs spam a negate every 2 seconds.
ian92415b14_ESO wrote: »I hate that impenetrable completely counters crit builds but I understand that if a nerf happened to that trait then everybody would rush to crit.
The way I see it is impenetrable and crit need to both be addressed. Impenetrable should decrease crit damage taken, and crit needs it's own way to amp up the amount of crit damage dealt. But there also needs to be a balance between how much crit chance you can have with how hard a crit can hit, i.e. the way you would build up crit chance would take up the same method as building up crit power (though I think it should be easier to build up crit power).
On another note, I don't think crits should be allowed to hit for more than 50% extra damage in pvp. Literally reduce crit damage % rate exclusively for pvp. Let's say the highest possible crit damage for pve was at 120% extra damage; if you were at halfway with 60% extra power to crit, then when you'd go into pvp, now you're at 25% extra damage.
Without any extra crit power at all, you would be getting a baseline of 30% bonus damage in pve and 15% bonus damage in pvp.
Another thing that should be addressed is the ultimate generation caused by crit. Everybody would run crit build if impenetrable only reduced crit damage, they'd be running around ultimate'ing all over the place, so the only thing left to do is simply deactivate that kind of ultimate generation or reduce it in some way, like giving it a 3 second cooldown or building it up in a separate resource that wouldn't pool into the main resource until after x amount of time.
The reason why crit needs to still be viable in pvp is because of the crit-ccentric abilities that have a secondary effect that activates when you crit, such as the heal from critical surge. Players who build off crit shouldn't be forced to play any other way. With sorcerers, not having a viable crit build in pvp means most of us are cookie cutter builds.
I would also address other sorcerer abilities but I'm looking at these one at a time. Please don't turn my thread into another qq.
ian92415b14_ESO wrote: »I literally have no idea what you are talking about here.Rune_Relic wrote:BUT...crit and crit damage is not something that builds over time. Its not like static charge building up or something.
Impenetrable just needs to be changed from reduced crit chance to reduced crit damage, capping at a max of 7% per slot with legendary gear (6% on purple, 5% for blue, 4% for green, and 3% base.)
That means with the max of 8 pieces of gear having impenetrable (7 armor + 1 shield), you'd be taking 56% less damage from critical hits with all legendary gear, or 24% less damage from critical hits in all white gear.
wont this be a nerf to impen?
before everyone gets on board with this, yes impen is a super counter to crit builds, but if you remember vamp sorcs at launch before impen was discovered, they were unstoppable. Their healing will be up, their ult gen will be up...
edit: Negates are already too strong, i dont fancy seeing 2 sorcs spam a negate every 2 seconds.
It would be a buff to Impenetrable and a nerf to Nightblades.
Nightblade can easily buff to over 100% chance to crit.
Buffing Impenetrable to reduce crit damage instead of chance to crit would nerf Nightblades on crit builds.
So buffing Impenetrable in this way would give more survivability against crit build Nightblades, and would give Sorcerer's massive healing due to the lack of softcap on crit chance in this game. Can comprehend why people would be asking for this specific change.
Personally, would most like to see Sorcerer's Critical Surge skill changed to Healing Surge with a % chance to proc healing rather than forcing Sorcerer's into crit builds for healing.
@KagheiKaghei wrote:...
ian92415b14_ESO wrote: »EDIT:
Crit damage reduction should be a non variable when getting hit with a stealth attack.
Now I'm asking if that would alleviate any negative impact on nightblades.
______________________________________________________________________@KagheiKaghei wrote:...
But that's the problem. You should not be able to totally negate someone's build that requires crits.
ian92415b14_ESO wrote: »EDIT:
Crit damage reduction should be a non variable when getting hit with a stealth attack.
Now I'm asking if that would alleviate any negative impact on nightblades.
...
I never specified how much you would be able to reduce crit damage taken. On the flip side, I said that crit damage done in pvp would be capped at 50% extra damage over your normal un-crit'ed damage.Kaghei wrote:limiting the damage reduction at 56% . . .
ian92415b14_ESO wrote: »EDIT:
Crit damage reduction should be a non variable when getting hit with a stealth attack.
Now I'm asking if that would alleviate any negative impact on nightblades.
...
Nightblades buff themselves with 100% crit rate on top of their regular passive crit rate (ie: it's possible to have 160% chance to crit or higher while buffed) at any time in combat.
Totally separate mechanic from Sneak Attack bonuses.
Personally play both a Sorcerer and Nightblade in PvP.
Would rather see Critical Surge changed than see Impenetrable changed. There is certainly an issue in terms of the viability of Sorcerer's healing skill. The solution to that issue is to change the skill.
(And this impen complaint usually comes from sorcs - there are more ways to heal as a sorc than crit surge).