sabresandiego_ESO wrote: »They did not nerf endgame sets. They had to rebalance crit % because they changed how impen works, and a few other things regarding crit. If you notice, you are getting more than 10x the value of some stats, particularly spell power. The sets are not nerfed at all. They simply rebalanced the value of crit %. They also rebalanced what piece of the pie of your overall character is contributed to from sets, and from enchants, etc. Enchants will not be 10x the amount, this is because of rebalancing. There is no nerfing going on. They simply rebalanced the places you get different stats from.
It doesnt take a rocket scientist to understand this. Please think more deeply and stop with these complaints! Nobody is nerfed.
whiteshadow711jppreub18_ESO wrote: »Alot of people are crying about the change in Crit,
well in the Champion System there are two Constellations under the Mage,
the Apprentice and the Ritual.
When you place 30 CP (Champion Points) into the Apprentice you get a passive called Spell Precision which adds to your base Spell Critical getting a extra 12%.
PIC- http://deltiasgaming.com/wp-content/uploads/2015/01/Apprentice.jpg
When you place 30 CP into the Ritual you get a passive called Perfect Stike which adds to your base Weapon Critical getting a extra 12%.
PIC- http://deltiasgaming.com/wp-content/uploads/2015/01/Ritual.jpg
So with Champion points you can raise your Spell Crit or Weapon Crit with your base of 10% plus the 12% from these passives to 22% not including gear and other things (abilities and other passives that give Crit, etc).
I figured I would add this since I didn't see anyone tell anyone about these passives, your welcome, and thanks to Deltia for making the screenshots of the Champion System..
The *** whine about the whiners club joins yet another thread. Do you feel it's productive to whine about people "whining" because they don't like the changes? This is the *** PTS forum, this is where we feedback things, if that doesn't suit you then just go somewhere else.
Honestly, I don't care whether I can complete the content if I don't want anything from the content. In case you haven't noticed MMOs are about character progression, and itemization is part of that progression. If they up and remove my progression and also remove the possibility to progress through raiding, then obviously I will quit playing.
That's why we're here in the PTS forum, in case you're just completely oblivious, to tell them that we don't appreciate these changes. If they decide that our opinion is not as valuable as some ultra-casuals who like whining about people's (legitimate, because it's an issue to us/them) complaints, then they will go ahead and launch it.
We complain because we care. I'd like to continue playing this game after 1.6, but in it's current state I will not. If you don't have anything to contribute to the subject, then get the *** out of this thread.
Also, this does not apply to comments that have even the tiniest bit of relevance/feedback, but those who just can't get enough of telling people they aren't allowed to complain.
whiteshadow711jppreub18_ESO wrote: »Alot of people are crying about the change in Crit,
well in the Champion System there are two Constellations under the Mage,
the Apprentice and the Ritual.
When you place 30 CP (Champion Points) into the Apprentice you get a passive called Spell Precision which adds to your base Spell Critical getting a extra 12%.
PIC- http://deltiasgaming.com/wp-content/uploads/2015/01/Apprentice.jpg
When you place 30 CP into the Ritual you get a passive called Perfect Stike which adds to your base Weapon Critical getting a extra 12%.
PIC- http://deltiasgaming.com/wp-content/uploads/2015/01/Ritual.jpg
So with Champion points you can raise your Spell Crit or Weapon Crit with your base of 10% plus the 12% from these passives to 22% not including gear and other things (abilities and other passives that give Crit, etc).
I figured I would add this since I didn't see anyone tell anyone about these passives, your welcome, and thanks to Deltia for making the screenshots of the Champion System..
They have to figure something out because quite honestly, no trial is worth the trouble for the reward they are presenting at the time. Either bring back the old crit-values or replace them with flat spell/weapon damage.
So, you're hanging your argument on playing semantics over the word drop?Joy_Division wrote: »Yes. The person you are quoting specifically said "Over dropped gear. Not raid gear."
It is quite sad that vicious and aether will become vendor trash....
It is quite sad that vicious and aether will become vendor trash....
This isn't the first time the best sets in the game have become trash.
It won't be the last time.
When the Season gear comes out, you'll be trashing your former "best sets in the game" w/ pretty regular frequency.
Might as well get used to it, I guess.
It is quite sad that vicious and aether will become vendor trash....
This isn't the first time the best sets in the game have become trash.
It won't be the last time.
When the Season gear comes out, you'll be trashing your former "best sets in the game" w/ pretty regular frequency.
Might as well get used to it, I guess.
Imo it's one thing when sets get replaced with new better sets, another when sets are changed to be worse than existing easier-to-get sets
rophez_ESO wrote: »It is quite sad that vicious and aether will become vendor trash....
This isn't the first time the best sets in the game have become trash.
It won't be the last time.
When the Season gear comes out, you'll be trashing your former "best sets in the game" w/ pretty regular frequency.
Might as well get used to it, I guess.
Imo it's one thing when sets get replaced with new better sets, another when sets are changed to be worse than existing easier-to-get sets
So the trial gear is no longer the best for any build? Interesting.
It is quite sad that vicious and aether will become vendor trash....
This isn't the first time the best sets in the game have become trash.
It won't be the last time.
When the Season gear comes out, you'll be trashing your former "best sets in the game" w/ pretty regular frequency.
Might as well get used to it, I guess.
It is quite sad that vicious and aether will become vendor trash....
This isn't the first time the best sets in the game have become trash.
It won't be the last time.
When the Season gear comes out, you'll be trashing your former "best sets in the game" w/ pretty regular frequency.
Might as well get used to it, I guess.
I thought "seasoned gear" meant that gear from the next season would be stronger than the previous one, not that each season they'd nerf the previous gear and introduce new gear that made no difference whether we'd have seasoned gear or not.
Just my 2 cents.
It is quite sad that vicious and aether will become vendor trash....
This isn't the first time the best sets in the game have become trash.
It won't be the last time.
When the Season gear comes out, you'll be trashing your former "best sets in the game" w/ pretty regular frequency.
Might as well get used to it, I guess.
I thought "seasoned gear" meant that gear from the next season would be stronger than the previous one, not that each season they'd nerf the previous gear and introduce new gear that made no difference whether we'd have seasoned gear or not.
Just my 2 cents.
True.
And I thought that when ZOS said they were going to scale everything up 10x by adding a "0", that they would just scale everything up 10x by adding a 0.
What we think and what they'll actually do are completely different things.
I assume that, just like our stats, they nerfed the sets both because of the Champ system and because there are new sets in the works that they didn't want to make too powerful.
So instead, they probably nerfed the current endgame sets to make the new ones feel more powerful.
Complete speculation on my part, of course.
Dagoth_Rac wrote: »The group I ran Vet Wayrest and Vet Spindle with on PTS all had to respec/regear and add a lot of health to have any survivability in the dungeons.
Note that you get Health whenever you put a Champion Point in the Warrior, although it is diminishing returns. I think I got +87 health with first point, +42 health with second point, +34 health with third point, etc. Not sure of exact formula. But after a couple years of grinding out 1200 points in Warrior, we may be back to similar ratios of health.
Having to put concentration on health hurt damage and healing, but again there are Champion Points to increase damage and healing. And you do get magicka and stamina from each of their respective Champion constellations, which can help healing and DPS.
They definitely appear to have left enemy health and damage alone, but reduced player health and damage so that we could make it up from Champion Points.
But you will be significantly weaker as a VR14 with 70 Champion Points in Update 6 compared to an old-fashioned VR14 on Live. You will likely be unable to complete content in Update 6 you were previously able to complete without grinding out more Champion Points. Solo bosses in dungeons are not too bad. But trash groups and bosses with adds are very tough. For example, the first wave of little spiders in Praxin fight is far more difficult than Blood Spawn.
It is kind of understandable. If 70 Champion Points made us as powerful as Live, then we would be godlike once we had hundreds or thousands of Champion Points.
But with dungeons still scaling based on VR level and not how many Champion Points you have, the difficulty is bizarre. And not much fun. Are we going to have to run in circles in Spellscar for months until we gain enough Champion Points to be as powerful as we were and tackle daily quests we are used to completing?
Also I've just done an enchant comparison:I've done a comparison of basic stats and basic armour in this post, which shows what seems to be the rescaling situation.I've not worked out the scaling on some top sets but they could have scaled in a similar manner.Here are the summary sheets, which are also in original thread.TLDR- My calculations on a lv 3 character, on stats that affect all players. I'm not a mathematician so might not be 100%!This is only how the ratio seems to have scaled to me.LonePirate wrote: »There are certainly problems with gear stats in 1.6; but even if/when gear is fixed, your character is still going to be remarkably weaker for a very long time due to all of the rescaling that has happened.
- Health scaled on 1:7 Ratio
- Magicka/Stamina scaled on 1:9 Ratio
- Health Regen scaled on 1:11.5 Ratio
- Magicka/Stamina Regen scaled on 1:11 Ratio
- Heavy/Medium Armour scaled on 1:4 Ratio
- Light Armour scaled on 1:2 Ratio
Also I've just done an enchant comparison:I've done a comparison of basic stats and basic armour in this post, which shows what seems to be the rescaling situation.I've not worked out the scaling on some top sets but they could have scaled in a similar manner.Here are the summary sheets, which are also in original thread.TLDR- My calculations on a lv 3 character, on stats that affect all players. I'm not a mathematician so might not be 100%!This is only how the ratio seems to have scaled to me.LonePirate wrote: »There are certainly problems with gear stats in 1.6; but even if/when gear is fixed, your character is still going to be remarkably weaker for a very long time due to all of the rescaling that has happened.
- Health scaled on 1:7 Ratio
- Magicka/Stamina scaled on 1:9 Ratio
- Health Regen scaled on 1:11.5 Ratio
- Magicka/Stamina Regen scaled on 1:11 Ratio
- Heavy/Medium Armour scaled on 1:4 Ratio
- Light Armour scaled on 1:2 Ratio
So we are now sitting at:
- Health scaled on 1:7 Ratio
- Magicka/Stamina scaled on 1:9 Ratio
- Health Regen scaled on 1:11.5 Ratio
- Magicka/Stamina Regen scaled on 1:11 Ratio
- Heavy/Medium Armour scaled on 1:4 Ratio
- Light Armour scaled on 1:2 Ratio
- Some mobs health scaled on a 1:7 Ratio
- Some mobs health scaled on a 1:9 Ratio
- Max Health Enchants scaled on a 1:5 Ratio
- Max Magicka/Stamina scaled on a 1:6 Ratio
- All recovery enchants scaled on a 1:3 Ratio
- Reduce cost enchants scaled up on a 1:8/9 Ratio
- Spell Resistance/Armour glyphs scaled on a 1:6 Ratio
- X resistance Glyphs (eg Fire Resistance) scaled on a 1:2 Ratio
- Spell/Weapon Damage Glyphs increased on a 1:2 Ratio
- General Damage enchants for weapons varied between 1:3 and 1:10 Ratio
Considering most mobs health levelled in a 1:7 and above ratio, our enchants seem to have scaled a lot less.
All comparisons can still be found in this thread.
henryabelarwb17_ESO wrote: »Those who criticises those that complain about the nerf to end game sets, have absolutely no idea what it takes to get one... it needs a lot of time and dedication, YOU HAVE NO IDEA how difficult it is to make a decent 12 people group able to tackle the trials and the amount of resources and money you waste on pots, this is supposed to be the creme de la creme of gear... it has to be better and it has to make you a bit op. Because then whats the point of the whole thing? In my opinion this is one of the biggest failures of the game, it has become a stick with a string and no carrot.
The fact you're focusing on phat lewt indicates YOU HAVE NO IDEA what the majority of players play for: hint, it's not the e-peen.henryabelarwb17_ESO wrote: »Those who criticises those that complain about the nerf to end game sets, have absolutely no idea what it takes to get one... it needs a lot of time and dedication, YOU HAVE NO IDEA how difficult it is to make a decent 12 people group able to tackle the trials and the amount of resources and money you waste on pots, this is supposed to be the creme de la creme of gear... it has to be better and it has to make you a bit op. Because then whats the point of the whole thing? In my opinion this is one of the biggest failures of the game, it has become a stick with a string and no carrot.