pete5210b14_ESO wrote: »Yeah, I guess ZOS is trying to make tanks not have high health, which sucks. IF these things were the original way and not this new way, I was enchanting with Stam for stam pool, but now....everything feels pointless.
ItsRejectz wrote: »wow man, you downloaded it and tested it already?
Didn't think so....
pete5210b14_ESO wrote: »ItsRejectz wrote: »wow man, you downloaded it and tested it already?
Didn't think so....
Yep, D/L as soon it was ready, left the client up.
pete5210b14_ESO wrote: »ItsRejectz wrote: »wow man, you downloaded it and tested it already?
Didn't think so....
Yep, D/L as soon it was ready, left the client up.
And you already tested endgame content and now it is impossible to do it?
pete5210b14_ESO wrote: »pete5210b14_ESO wrote: »ItsRejectz wrote: »wow man, you downloaded it and tested it already?
Didn't think so....
Yep, D/L as soon it was ready, left the client up.
And you already tested endgame content and now it is impossible to do it?
Who's talking about End Game content?
These are number modifications. They don't require extensive testing to figure out that something changed.pete5210b14_ESO wrote: »ItsRejectz wrote: »wow man, you downloaded it and tested it already?
Didn't think so....
Yep, D/L as soon it was ready, left the client up.
And you already tested endgame content and now it is impossible to do it?
I personally don't like the change from scaling based on max health to a flat value based on character level.
pete5210b14_ESO wrote: »I personally don't like the change from scaling based on max health to a flat value based on character level.
I just really don't like this
pete5210b14_ESO wrote: »I personally don't like the change from scaling based on max health to a flat value based on character level.
I just really don't like this
Set bonus change was expected. All health premium was reduced. Building needs a little tension. Having everything just incentivize max health doesn't make you make any interesting decisions. Currently you need at least a certain amount of health to tank and after that you have a variety of options: more health, max stam, stam recovery etc.
Having all the tank passives be char level based gives you more options. Having them all be max health based makes max health the clear min max choice. Level based leaves more options available and still let's you stack health if you choose.
Not even remotely what I'd call proper testing. Besides, this.The client updates automatically if left open on your desktop. Many have had more than enough time to do a few trials and dungeons.
pete5210b14_ESO wrote: »Who's talking about End Game content?
Trayyacakes wrote: »I'm sorry but maybe we come from different MMOs but in every MMO I have ever played just stacking health has not been the best way to go. If you don't have enough magicka/stam to taunt and control other mobs then your health pool doesn't do anything if the mobs gang bang your healer. In PvP if you hit like a wet noodle and can only throw out a few abilities here and there Why would anyone waste time trying to kill you before your group if you can't even annoy them properly. A tank is suppose to be a shield for his group. There are more important things than stacking health.
Trayyacakes wrote: »I'm sorry but maybe we come from different MMOs but in every MMO I have ever played just stacking health has not been the best way to go. If you don't have enough magicka/stam to taunt and control other mobs then your health pool doesn't do anything if the mobs gang bang your healer. In PvP if you hit like a wet noodle and can only throw out a few abilities here and there Why would anyone waste time trying to kill you before your group if you can't even annoy them properly. A tank is suppose to be a shield for his group. There are more important things than stacking health.
This is true. However when you only have magica stamina health. You need things to scale off health so people stacking magica or stamina for dps, dont get the same strength from tank passives and tank skills, that a tank does. No different than a stamina dps gets more weight on there weapon attacks than a magica dps, tanks need to get more weight out of the tank skill and passives than the dps.
Problem is they only have 3 stat pools. Which means you need some things to come from health.
Fire Resist got nerfed too. It was over 3K in 1.6 and is now just over 2K, or 3.5% Fire Resistance for a Legendary VR10-14 Glyph. I added up all the Resistance % I could find in the CS (even the full 100 points' value) + 5/7 Light Armor + Fire Glyph and only came up with 45.5% to Fire with a single Glyph. It seems obvious now why ZoS reduced the Fire weakness on Vampires to 40%, because they were planning to nerf the crap out of any way to deal with it. Though I cannot confirm if Fire dmg taken by Vampires using a single Legendary Fire Glyph is worse in 1.6.2 or better (than Live) so it's only my speculation.pete5210b14_ESO wrote: »Has anyone else notice that the Armor ring Enchant was nerfed.
I seem to recall it was 3k ish on 1.6 and 1.6.1
Now it's dropped to 1116?!
Fire Resist got nerfed too. It was over 3K in 1.6 and is now just over 2K, or 3.5% Fire Resistance for a Legendary VR10-14 Glyph. I added up all the Resistance % I could find in the CS (even the full 100 points' value) + 5/7 Light Armor + Fire Glyph and only came up with 45.5% to Fire with a single Glyph. It seems obvious now why ZoS reduced the Fire weakness on Vampires to 40%, because they were planning to nerf the crap out of any way to deal with it. Though I cannot confirm if Fire dmg taken by Vampires using a single Legendary Fire Glyph is worse in 1.6.2 or better (than Live) so it's only my speculation.pete5210b14_ESO wrote: »Has anyone else notice that the Armor ring Enchant was nerfed.
I seem to recall it was 3k ish on 1.6 and 1.6.1
Now it's dropped to 1116?!
Tanks and melee's are extreeemly strong, especially with the CPs O.o With CPs, I would even call them overpowered.