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On 1.6 Armor nerfs: A suggestion

SpeedySteve
SpeedySteve
Soul Shriven
There have been many complaints regarding armor nerfs in 1.6; I won't rehash them here. I merely wish to offer a slightly more sympathetic point of view and a suggestion to preserve the current quality of crit-based gear, especially those obtained in trials.

The problem: ZOS needs to "make room" for the possible additions to critical chance that can be obtained through the champion system, especially the flat 12% bonus that can be obtained for either wep crit or spell crit. Crit chance, unlike other scaling stats such as weapon damage, has a set, immovable maximum: 100%.This means that, if the champion is to allow for the acquisition of additional crit chance- an idea I find very compelling- then crit must be subtracted from somewhere else in the system. This is necessary since many builds (my stam NB comes to mind) can already achieve 100% crit with crit pots quite easily.

Analysis: ZOS's instinct to take crit away from armor sets is correct, but it has been implemented incorrectly. It has been implemented in such a way that it has entirely *devalued* the relative quality of crit heavy gear. I believe this is a very real problem, especially in light of the fact that endgame trials gear falls into this category of crit heavy gear. Devalue this gear, and suddenly going through the time investment of trials (particularly SO) becomes much less appealing.

Suggestion: Rebalance your current nerf of armor sets so that they do not, in total, add as much crit, but these sets still retain their level of quality. How to do this? There are a few options, but they are all grounded in the same idea: Allow a "real"/substantial crit bonus to be achieved on a 5th piece set bonus (perhaps 5%?). Replace any other slots previously filled with crit bonuses to other desirable stats: wep/spell damage, mag/stam recov, armor/spell reduction, etc. The reason this solves the problem is that it retains the overall quality of gear while reducing the total amount of crit that can be achieved from combinations of different item sets. Presently, I can combine various sets to achieve 20% crit from gear alone. On this idea, I could acquire an absolute maximum of 10% crit from gear, and I'd have to make very real gear customization sacrifices to do so.
Edited by SpeedySteve on February 6, 2015 4:56PM
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