I took screenshots of my entire builds. Looking at the stats on the character sheet and at each of my individual skills, my VR14 Templar has reduced damage output and healing output. Basically less spell damage then before, less spell critical, less spell damage in each skill, less healing in each skill....for the exact same build.
So ZOS basically reduced VR14 damage/healing output instead of leaving VR14 as is and making content(mobs, npc, quests) more powerful? Basically a VR16 in IC is now what a pre-IC VR14 was?
HungryHobo wrote: »I thought they took the semi-set bonuses and reduced them a little. So the Weap/Spell power 2/3/4 piece bonuses aren't as potent as a full set. They changed some sets bonuses and introduced some sets for variety too.
They also buffed enemy HP pools everywhere, and the V16 guys pack quite a punch compared to V14 mobs.
All of that makes you feel significantly weaker, but does promote more strategy in your fights. Before IC I just pulled everything in all the places and AoE'd it all down before they hurt me very much.. now I have to think some.
Overall, different style gameplay. I enjoy both. Haven't had this in a year+, so I am loving it!
What is the problem with this though?
TequilaFire wrote: »We get one more night of feeling powerful on PS4! lol
Rescorla_ESO wrote: »
How is it a nerf if the new design of the stat RPG system affects everyone equally?
Rescorla_ESO wrote: »
How is it a nerf if the new design of the stat RPG system affects everyone equally?
Because I built my character to progress. Progrssion fail.
If by "clever" you mean "asinine," then yes.It's a clever way to fight power creep. Never increase the power ceiling, just add more gradient to the slope.
@SLy_Kyti you forgot three parts:ESO content updates in three easy steps:
1. Remove Horse from in front of wagon. (Patch v1.6, level increase v10 to v12).
2. Remove Wheels from wagon. (Patch v1.7, level increase v12 to v14).
3. Put Horse inside Wagon, make slope slippery. (Patch v2.1 Imperial City, level increase v14 to v16).
Ok everyone! Push!
This is completely wrong. EVERY spell is lowered. Every single one. That's not a bug fix, it's a global reduction of spell damage or healing power. I've reviewed every Templar ability and other off skill stats, before and after. They are all lowered.Rescorla_ESO wrote: »Rescorla_ESO wrote: »
How is it a nerf if the new design of the stat RPG system affects everyone equally?
Because I built my character to progress. Progrssion fail.
You can still progress thru all the content just fine. It's just no longer faceroll mind numbingly easy.
What you are failing to account for is that a lot of what you consider a "nerf" was in reality bug fixes. The sharpened mace fix being a good example. Players using that weapon were doing way to much DPS than they should have. Now damage output is closer to where the devs want it to be.
This is completely wrong. EVERY spell is lowered. Every single one. That's not a bug fix, it's a global reduction of spell damage or healing power. I've reviewed every Templar ability and other off skill stats, before and after. They are all lowered.Rescorla_ESO wrote: »Rescorla_ESO wrote: »
How is it a nerf if the new design of the stat RPG system affects everyone equally?
Because I built my character to progress. Progrssion fail.
You can still progress thru all the content just fine. It's just no longer faceroll mind numbingly easy.
What you are failing to account for is that a lot of what you consider a "nerf" was in reality bug fixes. The sharpened mace fix being a good example. Players using that weapon were doing way to much DPS than they should have. Now damage output is closer to where the devs want it to be.