Alphashado wrote: »Alphashado wrote: »The guys who played the game the longest and the hardest, and paid every month, get hosed. The guys who subscribed for a month, then quit and are now coming back F2P and are level 50 love it. Tells you everything you need to know about where this company's head is at . . . .
I'm confused. Many of the same people suggesting that ZoS is hosing Vet players in favor of new players... are also saying that the CS sucks because it will create too large of a disparity between new players and old players. How can it be favoring new players and screwing new players all at the same time?
Because it favors new players by making it a new shiny and hurts them because they wont ever possibly be able to catch up to vet players...which they could have done with the vr system. its a broken system.
lmao! OK. So if it's screwing new players, then wouldn't that be favoring old players by default?
Your hatred has made you blind.
because taking away end game players armor and stats is helping us how ?
The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
silentgecko wrote: »i don't think that they nerfed the sets.
As said someone before: They Rebalanced Everything.
And if you Combine the new calculated Sets with Champion Points and new Skills etc, then you could get better Stats than Pre 1.6.
Like Crit Chance %. You can use your Champion Points to increase CC.
+1silentgecko wrote: »i don't think that they nerfed the sets.
As said someone before: They Rebalanced Everything.
And if you Combine the new calculated Sets with Champion Points and new Skills etc, then you could get better Stats than Pre 1.6.
Like Crit Chance %. You can use your Champion Points to increase CC.
The doctors didn't amputate his arm after he got in the car accident, they just reorganized his body plan.
The argument is more nuanced than simply saying "it's not a nerf, it's a rebalance!"
Sure, you can get your crit to values that are near what we have on live, but the point of this entire thread (and what is upsetting many of us end game raiders) is that to do so you must actively step away from the armor sets acquired from completing the most difficult content. This is the issue at hand; not whether the changes can be made up for by turning to other options.
I think that @ZOS should remove all the critical bonuses from sets and replace them with something else. The 1.5% bonus is just ridiculous at the moment.
silentgecko wrote: »i don't think that they nerfed the sets.
As said someone before: They Rebalanced Everything. And if you Combine the new calculated Sets with Champion Points and new Skills etc, then you could get better Stats than Pre 1.6.
Like Crit Chance %. You can use your Champion Points to increase CC.
As you can see in Screenshot:
These are my stats with NO Champion Points set yet. Remember: Each CP gives you a plus to the Mainattribute, Like setting a CP in the Magetree will increase your Max Magicka.
And if i set the CP into Critchance, i will get nearly the Same critchance then Pre 1.6. And i will have a much more Spelldmg and the Skills are now Properly scaled by Max Magicka / Spelldmg / Spellcrit.
So my opinion is: Just gear as you want, ignore Weapon dmg and take Items with Spelldmg (as a caster). If you have sets with 1% crit chance ignore them and pick other combinations with spelldmg or max magicka. Read the Skilldescriptions wisely and combine buffs you get. And then you can have much more fun then before
Joy_Division wrote: »silentgecko wrote: »i don't think that they nerfed the sets.
As said someone before: They Rebalanced Everything. And if you Combine the new calculated Sets with Champion Points and new Skills etc, then you could get better Stats than Pre 1.6.
Like Crit Chance %. You can use your Champion Points to increase CC.
As you can see in Screenshot:
These are my stats with NO Champion Points set yet. Remember: Each CP gives you a plus to the Mainattribute, Like setting a CP in the Magetree will increase your Max Magicka.
And if i set the CP into Critchance, i will get nearly the Same critchance then Pre 1.6. And i will have a much more Spelldmg and the Skills are now Properly scaled by Max Magicka / Spelldmg / Spellcrit.
So my opinion is: Just gear as you want, ignore Weapon dmg and take Items with Spelldmg (as a caster). If you have sets with 1% crit chance ignore them and pick other combinations with spelldmg or max magicka. Read the Skilldescriptions wisely and combine buffs you get. And then you can have much more fun then before
Why do people keep saying this? The OP's point was not that he could not attain the amount of crit or dps or power in 1.6 than he could from 1.5. It was the the specific high end gear that dropped from the game's most difficult content was noticeably reduced in its effectiveness and the factor it had in character development and progression.
Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Joy_Division wrote: »silentgecko wrote: »i don't think that they nerfed the sets.
As said someone before: They Rebalanced Everything. And if you Combine the new calculated Sets with Champion Points and new Skills etc, then you could get better Stats than Pre 1.6.
Like Crit Chance %. You can use your Champion Points to increase CC.
As you can see in Screenshot:
These are my stats with NO Champion Points set yet. Remember: Each CP gives you a plus to the Mainattribute, Like setting a CP in the Magetree will increase your Max Magicka.
And if i set the CP into Critchance, i will get nearly the Same critchance then Pre 1.6. And i will have a much more Spelldmg and the Skills are now Properly scaled by Max Magicka / Spelldmg / Spellcrit.
So my opinion is: Just gear as you want, ignore Weapon dmg and take Items with Spelldmg (as a caster). If you have sets with 1% crit chance ignore them and pick other combinations with spelldmg or max magicka. Read the Skilldescriptions wisely and combine buffs you get. And then you can have much more fun then before
Why do people keep saying this? The OP's point was not that he could not attain the amount of crit or dps or power in 1.6 than he could from 1.5. It was the the specific high end gear that dropped from the game's most difficult content was noticeably reduced in its effectiveness and the factor it had in character development and progression.
silentgecko wrote: »i don't think that they nerfed the sets.
As said someone before: They Rebalanced Everything.
And if you Combine the new calculated Sets with Champion Points and new Skills etc, then you could get better Stats than Pre 1.6.
Like Crit Chance %. You can use your Champion Points to increase CC.
The doctors didn't amputate his arm after he got in the car accident, they just reorganized his body plan.
The argument is more nuanced than simply saying "it's not a nerf, it's a rebalance!"
Sure, you can get your crit to values that are near what we have on live, but the point of this entire thread (and what is upsetting many of us end game raiders) is that to do so you must actively step away from the armor sets acquired from completing the most difficult content. This is the issue at hand; not whether the changes can be made up for by turning to other options.
Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
Alphashado wrote: »Joy_Division wrote: »silentgecko wrote: »i don't think that they nerfed the sets.
As said someone before: They Rebalanced Everything. And if you Combine the new calculated Sets with Champion Points and new Skills etc, then you could get better Stats than Pre 1.6.
Like Crit Chance %. You can use your Champion Points to increase CC.
As you can see in Screenshot:
These are my stats with NO Champion Points set yet. Remember: Each CP gives you a plus to the Mainattribute, Like setting a CP in the Magetree will increase your Max Magicka.
And if i set the CP into Critchance, i will get nearly the Same critchance then Pre 1.6. And i will have a much more Spelldmg and the Skills are now Properly scaled by Max Magicka / Spelldmg / Spellcrit.
So my opinion is: Just gear as you want, ignore Weapon dmg and take Items with Spelldmg (as a caster). If you have sets with 1% crit chance ignore them and pick other combinations with spelldmg or max magicka. Read the Skilldescriptions wisely and combine buffs you get. And then you can have much more fun then before
Why do people keep saying this? The OP's point was not that he could not attain the amount of crit or dps or power in 1.6 than he could from 1.5. It was the the specific high end gear that dropped from the game's most difficult content was noticeably reduced in its effectiveness and the factor it had in character development and progression.
Wasn't spell power increased to compensate for the crit reduction? Is there any proof that this conversion has actually made the gear worthless, or is everyone just assuming it did because of the drop in crit.
Alphashado wrote: »Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
Paul Sage
"" Crafted gear of equal level and equal quality rating is always better than dropped gear from a numerical standpoint. Weapons do more damage, armor has more… armor. However, certain enchantments can only be found on drops. Crafters can always improve those items which have unique enchantments.""
That was from March of 2014. Want me to find more?
Alphashado wrote: »Joy_Division wrote: »
Why do people keep saying this? The OP's point was not that he could not attain the amount of crit or dps or power in 1.6 than he could from 1.5. It was the the specific high end gear that dropped from the game's most difficult content was noticeably reduced in its effectiveness and the factor it had in character development and progression.
Wasn't spell power increased to compensate for the crit reduction? Is there any proof that this conversion has actually made the gear worthless, or is everyone just assuming it did because of the drop in crit.
Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
rophez_ESO wrote: »Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
Actually - raid gear is considered "dropped" - all gear other than crafted is. At least to this old MMO player.
Joy_Division wrote: »Nope, the gear is still nerfed as it gives no such special bonus to spellpower.
Torug pact's has just about the same ratio: 1.5 gives 8, 1.6 gives 179.
Infallible from first page in thread: 1.5 gives 9, 1.6 gives 177.
Alphashado wrote: »rophez_ESO wrote: »Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
Actually - raid gear is considered "dropped" - all gear other than crafted is. At least to this old MMO player.
Exactly. And that's exactly what Paul meant when he said it. Dropped gear is dropped gear, regardless which mob or boss is dropping it and regardless what the location is. Look I'm not saying they didn't deviate from that for whatever reason. Clearly they did. Maybe they thought trial gear was getting too much better than crafted gear. They were getting a lot of feedback from players in regards to this. Just do a forum search on it.
We can debate till we're blue in the face about whether or not Paul and the rest of ZoS can or will change their minds on past comments. But what isn't up for debate is that they very clearly intended crafting gear to be as good as raid gear right from the start. Dropped gear is dropped gear. Period.Joy_Division wrote: »Nope, the gear is still nerfed as it gives no such special bonus to spellpower.
Torug pact's has just about the same ratio: 1.5 gives 8, 1.6 gives 179.
Infallible from first page in thread: 1.5 gives 9, 1.6 gives 177.
I haven't done the math, But i've seen other people suggest that the Spell Power on those sets actually increased by comparrison via the conversion. My question still remains the same? How do we know it's a nerf just because crit was reduced? The overall contribution from the gear in relation to the bosses and your dps may still be the same and can't be proven otherwise unless guilds are using the converted sets (with new builds) and fail at trials or Arena because of the gear and not the builds. We all know that some builds were nerfed into the ground, but there are plenty of new builds that are just as good.
So until we use this gear in conjunction with new builds, do we truly know for sure that it's been nerfed?
s7732425ub17_ESO wrote: »Alphashado wrote: »rophez_ESO wrote: »Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
Actually - raid gear is considered "dropped" - all gear other than crafted is. At least to this old MMO player.
Exactly. And that's exactly what Paul meant when he said it. Dropped gear is dropped gear, regardless which mob or boss is dropping it and regardless what the location is. Look I'm not saying they didn't deviate from that for whatever reason. Clearly they did. Maybe they thought trial gear was getting too much better than crafted gear. They were getting a lot of feedback from players in regards to this. Just do a forum search on it.
We can debate till we're blue in the face about whether or not Paul and the rest of ZoS can or will change their minds on past comments. But what isn't up for debate is that they very clearly intended crafting gear to be as good as raid gear right from the start. Dropped gear is dropped gear. Period.Joy_Division wrote: »Nope, the gear is still nerfed as it gives no such special bonus to spellpower.
Torug pact's has just about the same ratio: 1.5 gives 8, 1.6 gives 179.
Infallible from first page in thread: 1.5 gives 9, 1.6 gives 177.
I haven't done the math, But i've seen other people suggest that the Spell Power on those sets actually increased by comparrison via the conversion. My question still remains the same? How do we know it's a nerf just because crit was reduced? The overall contribution from the gear in relation to the bosses and your dps may still be the same and can't be proven otherwise unless guilds are using the converted sets (with new builds) and fail at trials or Arena because of the gear and not the builds. We all know that some builds were nerfed into the ground, but there are plenty of new builds that are just as good.
So until we use this gear in conjunction with new builds, do we truly know for sure that it's been nerfed?
This is what they thought in the beginning. They thought the crafting system would be much better. However, every single player that actually has spent any time in the game has 50/50 in all crafting lines and has researched pretty much all traits except nirnhoned.
Crafted gear means nothing. It's dirt cheap. I can get a full 8 trait set for 500g per piece. There's nothing "special" about it. This is not what they were hoping for AT LAUNCH.
Now, a year later, they see that dropped gear should be better (which is why they made the Trials sets and Undaunted Sets that are much, much better than crafted sets). People want something special for the time spent getting the gear. Now, in 1.6, there's no reason to use the Trials gear (except Hard Mode Medium Set which is still, by far, the best armor set in the game- but only .001% of players have that).
rophez_ESO wrote: »Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
Actually - raid gear is considered "dropped" - all gear other than crafted is. At least to this old MMO player.
Alphashado wrote: »rophez_ESO wrote: »Alphashado wrote: »The issue is:
Is the gear useful? Is it worth using over crafted sets?
No, it is not.
Crit is the same % as crafted sets, and the "unique bonuses" such as the added heavy attack damage of Infallible Aether were reduced to the point where having these sets is a bad deal.
Simply put, choosing a set that has +max magicka instead is better and that's sad.
All it really means is that the sets from the hardest content in the game are no longer worth wearing over crafted/other dropped sets. Numbers aside.
ZoS has changed their tune on a few other *cough B2P* topics, so their past comments are certainly not gospel. But one of the ideals they had way back at launch was to make sure that raiding gear never got more powerful than crafted gear. So this is nothing new. I thought it was a neat idea to add set bonus's to trial/dungeon gear so it had a different flavor. Cool set bonus's and maybe a different look. That way there would still be some form of incentive to farm trials etc for the gear.
Not saying I agree or disagree, but that is the concept they have had from the beginning. You should be able to craft gear that will always be on par with raid gear. The idea was to prevent progression gates. But the entire VR system is one gigantic progression gate, so who knows.
Wrong. Over dropped gear. Not raid gear.
Actually - raid gear is considered "dropped" - all gear other than crafted is. At least to this old MMO player.
Exactly. And that's exactly what Paul meant when he said it. Dropped gear is dropped gear, regardless which mob or boss is dropping it and regardless what the location is. Look I'm not saying they didn't deviate from that for whatever reason. Clearly they did. Maybe they thought trial gear was getting too much better than crafted gear. They were getting a lot of feedback from players in regards to this. Just do a forum search on it.
We can debate till we're blue in the face about whether or not Paul and the rest of ZoS can or will change their minds on past comments. But what isn't up for debate is that they very clearly intended crafting gear to be as good as raid gear right from the start. Dropped gear is dropped gear. Period.Joy_Division wrote: »Nope, the gear is still nerfed as it gives no such special bonus to spellpower.
Torug pact's has just about the same ratio: 1.5 gives 8, 1.6 gives 179.
Infallible from first page in thread: 1.5 gives 9, 1.6 gives 177.
I haven't done the math, But i've seen other people suggest that the Spell Power on those sets actually increased by comparrison via the conversion. My question still remains the same? How do we know it's a nerf just because crit was reduced? The overall contribution from the gear in relation to the bosses and your dps may still be the same and can't be proven otherwise unless guilds are using the converted sets (with new builds) and fail at trials or Arena because of the gear and not the builds. We all know that some builds were nerfed into the ground, but there are plenty of new builds that are just as good.
So until we use this gear in conjunction with new builds, do we truly know for sure that it's been nerfed?