vortexman11 wrote: »Hey guys, time for another post to get everyone to hate me due to my unpopular opinions.
So theres been ALOT of people asking for Nirnhoned to get fixed, Im guessing when you all say this you mean for it to work in the same was as reinforced and such where its on each armour piece. I'm going to explain why I don't see this as a good idea, and then feel free to attack me as I honestly love reading what you guys have to say.
I'd like to start off by saying I DO NOT want it to simply remain how it is, sure I don't want Nirnhoned changed but I do want to see changes in armour/weapon traits in general.
So, over the passed few weeks there have been two things that have caught my attention on the forums, one is the fact that stamina builds hit so insanely hard, and two is that magicka builds simply don't because of this little thing known as Nirnhoned. Everyone is saying that fixing nirnhoned will balance the game blablabla yaddayadda same old thing, but will it really balance the game? It wont stop people sniping you for almost 20k (Just yesterday I was hit by a focused aim for 19 573 while on my horse and wearing 7/7 reinforced heavy armour) , all it would add is people being able to do the same amount of damage but with magicka attacks. Are you guys really looking forward to getting one shot by Pixysticks? Thats why I do not see this as the solution.
Instead of Fixing/Nerfing/Whateveryouwanttocallit Nirnhoned, I believe they should put in a trait equivalent to nirnhoned but for physical resist BUT along with this, I would want to see changes to Sharpened/Infused so that theres an incentive for people who want to tank to wear Nirnhoned/Physical Resist Equivalent and for people who DPS to wear infused/sharpened.
The problem with the game right now is the fact that Nirnhoned allows people who DPS to be extremely tanky towards magicka users, basically what I said up there is that the answer is to give a better alternative so people who DPS wearing nirnhoned will be lacking damage compared to people who DPS wearing improved sharpened/infused traits.
vortexman11 wrote: »Hey guys, time for another post to get everyone to hate me due to my unpopular opinions.
So theres been ALOT of people asking for Nirnhoned to get fixed, Im guessing when you all say this you mean for it to work in the same was as reinforced and such where its on each armour piece. I'm going to explain why I don't see this as a good idea, and then feel free to attack me as I honestly love reading what you guys have to say.
I'd like to start off by saying I DO NOT want it to simply remain how it is, sure I don't want Nirnhoned changed but I do want to see changes in armour/weapon traits in general.
So, over the passed few weeks there have been two things that have caught my attention on the forums, one is the fact that stamina builds hit so insanely hard, and two is that magicka builds simply don't because of this little thing known as Nirnhoned. Everyone is saying that fixing nirnhoned will balance the game blablabla yaddayadda same old thing, but will it really balance the game? It wont stop people sniping you for almost 20k (Just yesterday I was hit by a focused aim for 19 573 while on my horse and wearing 7/7 reinforced heavy armour) , all it would add is people being able to do the same amount of damage but with magicka attacks. Are you guys really looking forward to getting one shot by Pixysticks? Thats why I do not see this as the solution.
Instead of Fixing/Nerfing/Whateveryouwanttocallit Nirnhoned, I believe they should put in a trait equivalent to nirnhoned but for physical resist BUT along with this, I would want to see changes to Sharpened/Infused so that theres an incentive for people who want to tank to wear Nirnhoned/Physical Resist Equivalent and for people who DPS to wear infused/sharpened.
The problem with the game right now is the fact that Nirnhoned allows people who DPS to be extremely tanky towards magicka users, basically what I said up there is that the answer is to give a better alternative so people who DPS wearing nirnhoned will be lacking damage compared to people who DPS wearing improved sharpened/infused traits.
You're speaking of two completely different issues and trying to address them both with a single sweeping design change which generally is not a good idea.
The first issue is Nirnhoned is too powerful compared to other traits. Forget what it does for a moment, the other traits are so many leagues behind Nirnhoned there is no consideration whatsoever on which trait you want to craft. Fixing this by buffing the other traits to the level of Nirnhoned would in my opinion be a significant break from the design philosophy of armor traits being minor enhancements to your character to one of them being central to the design of your character. This would also make the traits of many excellent non-crafted sets obsolete and homogenize what sets each class/build archetype was using. Your suggestion of buffing reinforced to act like a Physical Nirnhoned would further increase the divide between Heavy and Medium armors and Light armor (since Nirnhoned is multiplicative with overall resistance).
The second issue is the TTK (Time to Kill) in Cyrodiil is just way too low. This isn't necessarily because damage is off the charts as much as hitpoints have been reduced far too much in Cyrodiil. They need to increase the Cyrodiil buff from 5K Hitpoints to 10-15K hitpoints to compensate from the nerf of hitpoints from +50% bonus to +10%. If they reverse that change it will impact PvE which is why I suggest they just add more hitpoints to the Cyrodiil buff. If you've ever played on Blackwater blade you'll know why you'll find more and more of the top players playing on that campaign instead of the Vet campaigns. The PvP is just far more enjoyable when you aren't blown up in 2 hits from random players. (plus the lag is nonexistent).
Rook_Master wrote: »They have already said Nirnhoned is not working as intended.
Any magicka build can tell you that it is obvious when you are going up against someone in 7/7 nirnhoned, because your crits are doing tooltip damage, and they clearly aren't functioning as just tanks.
That's wrong. You shouldn't be able to counter half the builds in the game by slapping on a few traits.
Joy_Division wrote: »Your suggestion has merit but the designers clearly wanted Spell Resist / Spell Penetration to be a common mechanic and not copy this with physical damage / resist. They wanted spell and physical to have some different mechanics and counterplay so I don't see them throwing their hands up in the air and abandoning this idea to solve the nirn "problem". I really dislike the idea that one armor trait is so much better than all the others that it becomes the only choice. On top of this, I have no problem adjusting my build and my game style to your build, the 5 skills you choose to put on a bar, your weapon choice, etc.. But I should not have to completely reorient my build because of a few armor traits that you can just slap on with little opportunity cost.
Rook_Master wrote: »They have already said Nirnhoned is not working as intended.
vortexman11 wrote: »Rook_Master wrote: »They have already said Nirnhoned is not working as intended.
Any magicka build can tell you that it is obvious when you are going up against someone in 7/7 nirnhoned, because your crits are doing tooltip damage, and they clearly aren't functioning as just tanks.
That's wrong. You shouldn't be able to counter half the builds in the game by slapping on a few traits.
Thats why at the end of my post I said they need to improve traits which help with DPS rather than nerfing traits which help players be more defensive.
And Im pretty sure you can totally negate crit damage by wearing impen as well, though I've never tested it they said somewhere that impen caps at making crits do 0% increased damage.
vortexman11 wrote: »vortexman11 wrote: »Hey guys, time for another post to get everyone to hate me due to my unpopular opinions.
So theres been ALOT of people asking for Nirnhoned to get fixed, Im guessing when you all say this you mean for it to work in the same was as reinforced and such where its on each armour piece. I'm going to explain why I don't see this as a good idea, and then feel free to attack me as I honestly love reading what you guys have to say.
I'd like to start off by saying I DO NOT want it to simply remain how it is, sure I don't want Nirnhoned changed but I do want to see changes in armour/weapon traits in general.
So, over the passed few weeks there have been two things that have caught my attention on the forums, one is the fact that stamina builds hit so insanely hard, and two is that magicka builds simply don't because of this little thing known as Nirnhoned. Everyone is saying that fixing nirnhoned will balance the game blablabla yaddayadda same old thing, but will it really balance the game? It wont stop people sniping you for almost 20k (Just yesterday I was hit by a focused aim for 19 573 while on my horse and wearing 7/7 reinforced heavy armour) , all it would add is people being able to do the same amount of damage but with magicka attacks. Are you guys really looking forward to getting one shot by Pixysticks? Thats why I do not see this as the solution.
Instead of Fixing/Nerfing/Whateveryouwanttocallit Nirnhoned, I believe they should put in a trait equivalent to nirnhoned but for physical resist BUT along with this, I would want to see changes to Sharpened/Infused so that theres an incentive for people who want to tank to wear Nirnhoned/Physical Resist Equivalent and for people who DPS to wear infused/sharpened.
The problem with the game right now is the fact that Nirnhoned allows people who DPS to be extremely tanky towards magicka users, basically what I said up there is that the answer is to give a better alternative so people who DPS wearing nirnhoned will be lacking damage compared to people who DPS wearing improved sharpened/infused traits.
You're speaking of two completely different issues and trying to address them both with a single sweeping design change which generally is not a good idea.
The first issue is Nirnhoned is too powerful compared to other traits. Forget what it does for a moment, the other traits are so many leagues behind Nirnhoned there is no consideration whatsoever on which trait you want to craft. Fixing this by buffing the other traits to the level of Nirnhoned would in my opinion be a significant break from the design philosophy of armor traits being minor enhancements to your character to one of them being central to the design of your character. This would also make the traits of many excellent non-crafted sets obsolete and homogenize what sets each class/build archetype was using. Your suggestion of buffing reinforced to act like a Physical Nirnhoned would further increase the divide between Heavy and Medium armors and Light armor (since Nirnhoned is multiplicative with overall resistance).
The second issue is the TTK (Time to Kill) in Cyrodiil is just way too low. This isn't necessarily because damage is off the charts as much as hitpoints have been reduced far too much in Cyrodiil. They need to increase the Cyrodiil buff from 5K Hitpoints to 10-15K hitpoints to compensate from the nerf of hitpoints from +50% bonus to +10%. If they reverse that change it will impact PvE which is why I suggest they just add more hitpoints to the Cyrodiil buff. If you've ever played on Blackwater blade you'll know why you'll find more and more of the top players playing on that campaign instead of the Vet campaigns. The PvP is just far more enjoyable when you aren't blown up in 2 hits from random players. (plus the lag is nonexistent).
I guess you're right there, I should of cleared it up, the main thing I was trying to say is that a nerf to nirnhoned will simply make the TTK issue even worse. (trying hard to make sure this doesn't turn into a nerf sorc thread)
Sorcs are going to be god-mode once nirnhoned gets fixed. ZOS should leave it as is. I'm still getting hit for 10k frags wearing 3 pieces of nirnhoned. I'm not a fan of nerfing a specific class but if they nerf nirn than sorcs need to be nerfed with it.
Sorcs are going to be god-mode once nirnhoned gets fixed. ZOS should leave it as is. I'm still getting hit for 10k frags wearing 3 pieces of nirnhoned. I'm not a fan of nerfing a specific class but if they nerf nirn than sorcs need to be nerfed with it.
OT: ^ This needs to be done more than anything. Nirnhoned is a bit insane, but the true issue is stamina attacks hit way too hard because the only counters are useless compared to the possibilities of having much higher weapon damage than spell damage, plus all the mitigation to spells possible with CP, Spell Resist, and Nirnhoned. Thus lowering the TTK making some form of physical resistance much more viable. Honestly, they should just replace some useless CP passive with a resistance to physical attacks or something.vortexman11 wrote: »Hey guys, time for another post to get everyone to hate me due to my unpopular opinions.
So theres been ALOT of people asking for Nirnhoned to get fixed, Im guessing when you all say this you mean for it to work in the same was as reinforced and such where its on each armour piece. I'm going to explain why I don't see this as a good idea, and then feel free to attack me as I honestly love reading what you guys have to say.
I'd like to start off by saying I DO NOT want it to simply remain how it is, sure I don't want Nirnhoned changed but I do want to see changes in armour/weapon traits in general.
So, over the passed few weeks there have been two things that have caught my attention on the forums, one is the fact that stamina builds hit so insanely hard, and two is that magicka builds simply don't because of this little thing known as Nirnhoned. Everyone is saying that fixing nirnhoned will balance the game blablabla yaddayadda same old thing, but will it really balance the game? It wont stop people sniping you for almost 20k (Just yesterday I was hit by a focused aim for 19 573 while on my horse and wearing 7/7 reinforced heavy armour) , all it would add is people being able to do the same amount of damage but with magicka attacks. Are you guys really looking forward to getting one shot by Pixysticks? Thats why I do not see this as the solution.
Instead of Fixing/Nerfing/Whateveryouwanttocallit Nirnhoned, I believe they should put in a trait equivalent to nirnhoned but for physical resist BUT along with this, I would want to see changes to Sharpened/Infused so that theres an incentive for people who want to tank to wear Nirnhoned/Physical Resist Equivalent and for people who DPS to wear infused/sharpened.
The problem with the game right now is the fact that Nirnhoned allows people who DPS to be extremely tanky towards magicka users, basically what I said up there is that the answer is to give a better alternative so people who DPS wearing nirnhoned will be lacking damage compared to people who DPS wearing improved sharpened/infused traits.
The second issue is the TTK (Time to Kill) in Cyrodiil is just way too low. This isn't necessarily because damage is off the charts as much as hitpoints have been reduced far too much in Cyrodiil. They need to increase the Cyrodiil buff from 5K Hitpoints to 10-15K hitpoints to compensate from the nerf of hitpoints from +50% bonus to +10%. If they reverse that change it will impact PvE which is why I suggest they just add more hitpoints to the Cyrodiil buff. If you've ever played on Blackwater blade you'll know why you'll find more and more of the top players playing on that campaign instead of the Vet campaigns. The PvP is just far more enjoyable when you aren't blown up in 2 hits from random players. (plus the lag is nonexistent).
DoctorSwampy wrote: »Sorcs are going to be god-mode once nirnhoned gets fixed. ZOS should leave it as is. I'm still getting hit for 10k frags wearing 3 pieces of nirnhoned. I'm not a fan of nerfing a specific class but if they nerf nirn than sorcs need to be nerfed with it.
You know, a lot of people say stuff like this all the time but I've never been hit with a Crystal Frag that did more than maybe 10k damage . . . Snipe/Wrecking Blow on the other hand . . .OT: ^ This needs to be done more than anything. Nirnhoned is a bit insane, but the true issue is stamina attacks hit way too hard because the only counters are useless compared to the possibilities of having much higher weapon damage than spell damage, plus all the mitigation to spells possible with CP, Spell Resist, and Nirnhoned. Thus lowering the TTK making some form of physical resistance much more viable. Honestly, they should just replace some useless CP passive with a resistance to physical attacks or something.vortexman11 wrote: »Hey guys, time for another post to get everyone to hate me due to my unpopular opinions.
So theres been ALOT of people asking for Nirnhoned to get fixed, Im guessing when you all say this you mean for it to work in the same was as reinforced and such where its on each armour piece. I'm going to explain why I don't see this as a good idea, and then feel free to attack me as I honestly love reading what you guys have to say.
I'd like to start off by saying I DO NOT want it to simply remain how it is, sure I don't want Nirnhoned changed but I do want to see changes in armour/weapon traits in general.
So, over the passed few weeks there have been two things that have caught my attention on the forums, one is the fact that stamina builds hit so insanely hard, and two is that magicka builds simply don't because of this little thing known as Nirnhoned. Everyone is saying that fixing nirnhoned will balance the game blablabla yaddayadda same old thing, but will it really balance the game? It wont stop people sniping you for almost 20k (Just yesterday I was hit by a focused aim for 19 573 while on my horse and wearing 7/7 reinforced heavy armour) , all it would add is people being able to do the same amount of damage but with magicka attacks. Are you guys really looking forward to getting one shot by Pixysticks? Thats why I do not see this as the solution.
Instead of Fixing/Nerfing/Whateveryouwanttocallit Nirnhoned, I believe they should put in a trait equivalent to nirnhoned but for physical resist BUT along with this, I would want to see changes to Sharpened/Infused so that theres an incentive for people who want to tank to wear Nirnhoned/Physical Resist Equivalent and for people who DPS to wear infused/sharpened.
The problem with the game right now is the fact that Nirnhoned allows people who DPS to be extremely tanky towards magicka users, basically what I said up there is that the answer is to give a better alternative so people who DPS wearing nirnhoned will be lacking damage compared to people who DPS wearing improved sharpened/infused traits.
The second issue is the TTK (Time to Kill) in Cyrodiil is just way too low. This isn't necessarily because damage is off the charts as much as hitpoints have been reduced far too much in Cyrodiil. They need to increase the Cyrodiil buff from 5K Hitpoints to 10-15K hitpoints to compensate from the nerf of hitpoints from +50% bonus to +10%. If they reverse that change it will impact PvE which is why I suggest they just add more hitpoints to the Cyrodiil buff. If you've ever played on Blackwater blade you'll know why you'll find more and more of the top players playing on that campaign instead of the Vet campaigns. The PvP is just far more enjoyable when you aren't blown up in 2 hits from random players. (plus the lag is nonexistent).
Vortex's idea is an interesting concept but in the long run it would most likely cause more problems than solve it. It would be like putting Scotch tape on a leaky faucet in a way.
ilu5ever Vortex but a physical equivalent of Nirn is a scary thought.
Plenty of abilities stamina abilities doing more damage than Crystal fragments to people yet everyone wants to focus on a single ability in a rare scenario (someone stacking spell penetration, dual wield and spellpower) as a justification for breaking an entire damage mode.
Plenty of abilities stamina abilities doing more damage than Crystal fragments to people yet everyone wants to focus on a single ability in a rare scenario (someone stacking spell penetration, dual wield and spellpower) as a justification for breaking an entire damage mode.
Pixysticks wrote: »Plenty of abilities stamina abilities doing more damage than Crystal fragments to people yet everyone wants to focus on a single ability in a rare scenario (someone stacking spell penetration, dual wield and spellpower) as a justification for breaking an entire damage mode.
People just get hit by one person for a ton, then use it as ammunition to say that specific class or spell does too much damage. But the real problem is there's just too many multipliers in this game that all stack with each other. If I was a templar I would run my exact same setup and probably 100-0 someone in a single radiant; could easily 1-shot someone with these stats with a heavy attack of a dest staff if I was a DK, as a NB the Focused Aims would be even more damage than I do now.
Removing the empower buff from the game is the first solution to the problem; if you want wrecking blow to add damage on your next attack that's fine, but make it add a flat amount of damage so it's not exponentially multiplied by every other multiplicative variable used to calculate damage in this game. At least take the empower buff away from Inner Light/Radiant Light. Make people actually entropy someone and come out of stealth if they want a 20% damage bonus on their snipe or frags.
Pixysticks wrote: »Plenty of abilities stamina abilities doing more damage than Crystal fragments to people yet everyone wants to focus on a single ability in a rare scenario (someone stacking spell penetration, dual wield and spellpower) as a justification for breaking an entire damage mode.
People just get hit by one person for a ton, then use it as ammunition to say that specific class or spell does too much damage. But the real problem is there's just too many multipliers in this game that all stack with each other. If I was a templar I would run my exact same setup and probably 100-0 someone in a single radiant; could easily 1-shot someone with these stats with a heavy attack of a dest staff if I was a DK, as a NB the Focused Aims would be even more damage than I do now.
Removing the empower buff from the game is the first solution to the problem; if you want wrecking blow to add damage on your next attack that's fine, but make it add a flat amount of damage so it's not exponentially multiplied by every other multiplicative variable used to calculate damage in this game. At least take the empower buff away from Inner Light/Radiant Light. Make people actually entropy someone and come out of stealth if they want a 20% damage bonus on their snipe or frags.
Well, in all honesty a templar couldn't run your build because damage buffs don't act like that for radiant and in addition our shield is based off health, not magicka.... and it only lasts 6 seconds. A magicka glass canon templar doesn't really exist in the current meta because they'd get wrecked left and right. Thats not to say it isn't possible and is basically a rinse/repeat of entropy, dark flare, dark flare, radiant, but its basically a poor man's Sorc build (we can't get a double % damage buff from dark flare as well) since we don't have the synergy between our survivability (as well as 0 escapes). Sorcs/NBs can afford glass canon because of their escape tools and ways of mitigating damage that simply don't exist for a class like magicka templar. Right now its very clear the powerhouses for mitigation are dodge roll and shields based off magicka, players get the best of both worlds. Strong mitigation countermeasures while maintaining maximum damage.
I like your thoughts on changing how empower works though. I think ZOS made a big mistake when they didn't realize how damage buffs could stack. They thought putting a % damage reduction on everyone in Cyrodiil would work at keeping burst in check (20% reduction), but when 1 buff immediately removes that measure while also allowing other buffs such as spell damage buffs (and certain other abilities not having to obey the minor/major buff status).... the cyrodiil debuff basically is pointless at that point. It makes it even more complicated because you can't just increase the debuff.... you only further force people to HAVE to stack those buffs or else nothing dies. Its not in a good place right now.