Millerman34n wrote: »
Ressource management isn't possible with the build I use.
Most people will simply change some glyphs and run around with less dmg.
On the other hand shields nearly remain the same, so you can guess what will happen on the no CP campaign.
Whoever thought the no CP campaign is more or equally "balanced" than the one with CP will be disappointed anyway.
I think thats pretty much the point. U cant go into those tremendously high dmg builds anymore. I like the idea but it will surely have other balance issues. I think especially of battle roar. They simply cant balance cp and no cp.
mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
But here's what I don't understand. You agree that people will go for sustain and they will sacrifice damage for sustain. But you don't see problem with same sustain as live but lower damage?
If the sustain remains the same but the damage goes down, it's just a really long boring fight is it not? You can no longer burst people with combos, you have to really wait to drain their resources. Something they are trying hard to avoid by stacking regen/cost redux.
I personally fail to see the appeal.
LegendaryMage wrote: »mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
But here's what I don't understand. You agree that people will go for sustain and they will sacrifice damage for sustain. But you don't see problem with same sustain as live but lower damage?
If the sustain remains the same but the damage goes down, it's just a really long boring fight is it not? You can no longer burst people with combos, you have to really wait to drain their resources. Something they are trying hard to avoid by stacking regen/cost redux.
I personally fail to see the appeal.
I'll give you an example. My frag goes up to 14k or so on non-cp buffed fully. My harness is not even 6k and daedric ward buffed about 8.1k. If my frag is enough to strip down both these shields (more or less), what do you think happens to a sorc that has even less max magica than me (he's built for sustain) and has to take all of the damage arsenal at once?
He gets bursted and killed, which is exactly the thing that is harder to achieve on live because of all those other passives that help defense (hardy, elemental defender, bastion + infinite sustain vs a magica opponent for example). Think about it, on live it's all exaggarated so much that it gets to a point where 2 players cannot kill themselves for hours, until one makes a mistake and other one lands a lucky burst. On non-cp if you're built for too much sustain (or too much damage), you could and should pay a penalty for it when you get to fight a more balanced and optimized build.
I'm looking forward to dueling on the no CP campaign and doing open world on the CP campaigns.
I'm just not a fan of 20minute+ duels with no sustain battle at all and it only revolving around who can land the biggest one-hit-wonder burst combo first.
It'll feel good to actually care about what abilities I cast and how I often I cast them again. at least in duels.
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
LegendaryMage wrote: »mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
But here's what I don't understand. You agree that people will go for sustain and they will sacrifice damage for sustain. But you don't see problem with same sustain as live but lower damage?
If the sustain remains the same but the damage goes down, it's just a really long boring fight is it not? You can no longer burst people with combos, you have to really wait to drain their resources. Something they are trying hard to avoid by stacking regen/cost redux.
I personally fail to see the appeal.
I'll give you an example. My frag goes up to 14k or so on non-cp buffed fully. My harness is not even 6k and daedric ward buffed about 8.1k. If my frag is enough to strip down both these shields (more or less), what do you think happens to a sorc that has even less max magica than me (he's built for sustain) and has to take all of the damage arsenal at once?
He gets bursted and killed, which is exactly the thing that is harder to achieve on live because of all those other passives that help defense (hardy, elemental defender, bastion + infinite sustain vs a magica opponent for example). Think about it, on live it's all exaggarated so much that it gets to a point where 2 players cannot kill themselves for hours, until one makes a mistake and other one lands a lucky burst. On non-cp if you're built for too much sustain (or too much damage), you could and should pay a penalty for it when you get to fight a more balanced and optimized build.
Don't forget that the opponent will fight back and that you can't crit shields (your shard won't deal 14k uncrit).
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
Don't forget that the opponent will fight back and that you can't crit shields (your shard won't deal 14k uncrit).
LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
Properly geared Templars, Sorcs, and Nightblades could all perform at the level of DKs. Did you ever see krim on his sap tank? Grunt tank a full raid on his templar?
Regardless, I really don't understand any of your posts or threads.
Magicka Sorc has been the top of the PvP food chain since 1.6 dropped.
LegendaryMage wrote: »LegendaryMage wrote: »mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
But here's what I don't understand. You agree that people will go for sustain and they will sacrifice damage for sustain. But you don't see problem with same sustain as live but lower damage?
If the sustain remains the same but the damage goes down, it's just a really long boring fight is it not? You can no longer burst people with combos, you have to really wait to drain their resources. Something they are trying hard to avoid by stacking regen/cost redux.
I personally fail to see the appeal.
I'll give you an example. My frag goes up to 14k or so on non-cp buffed fully. My harness is not even 6k and daedric ward buffed about 8.1k. If my frag is enough to strip down both these shields (more or less), what do you think happens to a sorc that has even less max magica than me (he's built for sustain) and has to take all of the damage arsenal at once?
He gets bursted and killed, which is exactly the thing that is harder to achieve on live because of all those other passives that help defense (hardy, elemental defender, bastion + infinite sustain vs a magica opponent for example). Think about it, on live it's all exaggarated so much that it gets to a point where 2 players cannot kill themselves for hours, until one makes a mistake and other one lands a lucky burst. On non-cp if you're built for too much sustain (or too much damage), you could and should pay a penalty for it when you get to fight a more balanced and optimized build.
Don't forget that the opponent will fight back and that you can't crit shields (your shard won't deal 14k uncrit).
Everyone fights back, I'm just giving you an example that now damage can be more meaningful vs sustain. My 14k buffed tooltip gets absorbed by the shield 100% as there are no cp passives to help offset it. It's a non crit we're talking about here, and if it's a crit and you run out of shields, remind me, does the opponent take full crit damage?
LegendaryMage wrote: »LegendaryMage wrote: »mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
But here's what I don't understand. You agree that people will go for sustain and they will sacrifice damage for sustain. But you don't see problem with same sustain as live but lower damage?
If the sustain remains the same but the damage goes down, it's just a really long boring fight is it not? You can no longer burst people with combos, you have to really wait to drain their resources. Something they are trying hard to avoid by stacking regen/cost redux.
I personally fail to see the appeal.
I'll give you an example. My frag goes up to 14k or so on non-cp buffed fully. My harness is not even 6k and daedric ward buffed about 8.1k. If my frag is enough to strip down both these shields (more or less), what do you think happens to a sorc that has even less max magica than me (he's built for sustain) and has to take all of the damage arsenal at once?
He gets bursted and killed, which is exactly the thing that is harder to achieve on live because of all those other passives that help defense (hardy, elemental defender, bastion + infinite sustain vs a magica opponent for example). Think about it, on live it's all exaggarated so much that it gets to a point where 2 players cannot kill themselves for hours, until one makes a mistake and other one lands a lucky burst. On non-cp if you're built for too much sustain (or too much damage), you could and should pay a penalty for it when you get to fight a more balanced and optimized build.
Don't forget that the opponent will fight back and that you can't crit shields (your shard won't deal 14k uncrit).
Everyone fights back, I'm just giving you an example that now damage can be more meaningful vs sustain. My 14k buffed tooltip gets absorbed by the shield 100% as there are no cp passives to help offset it. It's a non crit we're talking about here, and if it's a crit and you run out of shields, remind me, does the opponent take full crit damage?
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
Properly geared Templars, Sorcs, and Nightblades could all perform at the level of DKs. Did you ever see krim on his sap tank? Grunt tank a full raid on his templar?
Regardless, I really don't understand any of your posts or threads.
Magicka Sorc has been the top of the PvP food chain since 1.6 dropped.
Of course you don't, Ishammael. You dont want to. Read my post above this one and let it sink in. That is the reality of magic damage in Cyrodiil right now, and before that, it was compounded with nirnhoned resist being OP.
Maybe you're not on the 100 Hardy CP/Impen bandwagon, in which case sorcs are hitting you hard.
That doesnt make anything that I have ever said invalid. That just puts you behind the meta.
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
Properly geared Templars, Sorcs, and Nightblades could all perform at the level of DKs. Did you ever see krim on his sap tank? Grunt tank a full raid on his templar?
Regardless, I really don't understand any of your posts or threads.
Magicka Sorc has been the top of the PvP food chain since 1.6 dropped.
Of course you don't, Ishammael. You dont want to. Read my post above this one and let it sink in. That is the reality of magic damage in Cyrodiil right now, and before that, it was compounded with nirnhoned resist being OP.
Maybe you're not on the 100 Hardy CP/Impen bandwagon, in which case sorcs are hitting you hard.
That doesnt make anything that I have ever said invalid. That just puts you behind the meta.
You were trying to say that your 15k tooltip CF, less all mitigating factors, is an example of why Sorc's are underpowered in PvP. A totally ridiculous straw man. So yeah, I don't understand your posts.
RE: Me being "being the meta". Not only untrue, but straight ad hominem when we are having a discussion.
Regardless, my original comment was about overall balance -- yes, 1.5 was closest.
mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »LegendaryMage wrote: »mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
But here's what I don't understand. You agree that people will go for sustain and they will sacrifice damage for sustain. But you don't see problem with same sustain as live but lower damage?
If the sustain remains the same but the damage goes down, it's just a really long boring fight is it not? You can no longer burst people with combos, you have to really wait to drain their resources. Something they are trying hard to avoid by stacking regen/cost redux.
I personally fail to see the appeal.
I'll give you an example. My frag goes up to 14k or so on non-cp buffed fully. My harness is not even 6k and daedric ward buffed about 8.1k. If my frag is enough to strip down both these shields (more or less), what do you think happens to a sorc that has even less max magica than me (he's built for sustain) and has to take all of the damage arsenal at once?
He gets bursted and killed, which is exactly the thing that is harder to achieve on live because of all those other passives that help defense (hardy, elemental defender, bastion + infinite sustain vs a magica opponent for example). Think about it, on live it's all exaggarated so much that it gets to a point where 2 players cannot kill themselves for hours, until one makes a mistake and other one lands a lucky burst. On non-cp if you're built for too much sustain (or too much damage), you could and should pay a penalty for it when you get to fight a more balanced and optimized build.
Don't forget that the opponent will fight back and that you can't crit shields (your shard won't deal 14k uncrit).
Everyone fights back, I'm just giving you an example that now damage can be more meaningful vs sustain. My 14k buffed tooltip gets absorbed by the shield 100% as there are no cp passives to help offset it. It's a non crit we're talking about here, and if it's a crit and you run out of shields, remind me, does the opponent take full crit damage?
14k tooltip is 7k against players. Which means it won't even fully take down a 8k Hardened Ward, let alone 14-15k shield stack. The tooltip for shields gets adjusted the monenth you step into Cyro, but the tooltip for damage stays the same because you still hit NPCs for full damage.
I still think TTK is lower in non-CP and thus fights are longer and more boring (for me).
Anyhow, if you enjoy dueling on non-CP campaign that's all good, the point of duels is to have fun....I just don't think it is for everyone. I would personally prefer a max-CP campaign for duels. That means new players can experiment with builds that are viable with high CP but not the other way round.
LegendaryMage wrote: »mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »LegendaryMage wrote: »mike.gaziotisb16_ESO wrote: »LegendaryMage wrote: »I agree with you Derra when you say that people will go for infinite sustain, I just don't see a problem there since most decent capped players at the moment (with top damage, keep in mind) are already doing that.
But here's what I don't understand. You agree that people will go for sustain and they will sacrifice damage for sustain. But you don't see problem with same sustain as live but lower damage?
If the sustain remains the same but the damage goes down, it's just a really long boring fight is it not? You can no longer burst people with combos, you have to really wait to drain their resources. Something they are trying hard to avoid by stacking regen/cost redux.
I personally fail to see the appeal.
I'll give you an example. My frag goes up to 14k or so on non-cp buffed fully. My harness is not even 6k and daedric ward buffed about 8.1k. If my frag is enough to strip down both these shields (more or less), what do you think happens to a sorc that has even less max magica than me (he's built for sustain) and has to take all of the damage arsenal at once?
He gets bursted and killed, which is exactly the thing that is harder to achieve on live because of all those other passives that help defense (hardy, elemental defender, bastion + infinite sustain vs a magica opponent for example). Think about it, on live it's all exaggarated so much that it gets to a point where 2 players cannot kill themselves for hours, until one makes a mistake and other one lands a lucky burst. On non-cp if you're built for too much sustain (or too much damage), you could and should pay a penalty for it when you get to fight a more balanced and optimized build.
Don't forget that the opponent will fight back and that you can't crit shields (your shard won't deal 14k uncrit).
Everyone fights back, I'm just giving you an example that now damage can be more meaningful vs sustain. My 14k buffed tooltip gets absorbed by the shield 100% as there are no cp passives to help offset it. It's a non crit we're talking about here, and if it's a crit and you run out of shields, remind me, does the opponent take full crit damage?
14k tooltip is 7k against players. Which means it won't even fully take down a 8k Hardened Ward, let alone 14-15k shield stack. The tooltip for shields gets adjusted the monenth you step into Cyro, but the tooltip for damage stays the same because you still hit NPCs for full damage.
I still think TTK is lower in non-CP and thus fights are longer and more boring (for me).
Anyhow, if you enjoy dueling on non-CP campaign that's all good, the point of duels is to have fun....I just don't think it is for everyone. I would personally prefer a max-CP campaign for duels. That means new players can experiment with builds that are viable with high CP but not the other way round.
I got a bit confused with numbers as the enemy shields were weaker than mine, and my damage was higher so I was almost stripping everything with one frag.
A full cp campaign for everyone is a nice idea too, but what are we going to do when cap gets raised to 600, 700, 800, 1000? Duels at 3.6k cps truly never end.
I'm looking forward to dueling on the no CP campaign and doing open world on the CP campaigns.
I'm just not a fan of 20minute+ duels with no sustain battle at all and it only revolving around who can land the biggest one-hit-wonder burst combo first.
It'll feel good to actually care about what abilities I cast and how I often I cast them again. at least in duels.
May i ask what makes you feel people won´t just use the same sustain setups that were used in 1.5 dueling? 1 Kena 1bs 5 seducer maelstrom weapons mage mundus to make up for cp magica loss and just go full resource focused enchantments.
The problem is some classes can build an infinite sustain setup with no CP aswell and all they loose is dmg. I could build a sorc and a magica NB that way (Mag NB will be superstrong anyway bc of siphoning attacks which lets me play with 800 mag 600 stamreg on live).
I have no idea where the idea of resource battles comes from. I´ve never had resource issues on any of my builds since patch 1.2 - ever.
No matter how you spin it, it will be harder to manage resources and mitigate damage without actually building for it.
Fact of the matter is for dueling. There are too many people willing to respec their CP right before a fight to either put their red points into 100 elemental or 100 hardy depending on who they are fighting (and a few other changes as well).
I don't have time for that nonsense.
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
Properly geared Templars, Sorcs, and Nightblades could all perform at the level of DKs. Did you ever see krim on his sap tank? Grunt tank a full raid on his templar?
Regardless, I really don't understand any of your posts or threads.
Magicka Sorc has been the top of the PvP food chain since 1.6 dropped.
Of course you don't, Ishammael. You dont want to. Read my post above this one and let it sink in. That is the reality of magic damage in Cyrodiil right now, and before that, it was compounded with nirnhoned resist being OP.
Maybe you're not on the 100 Hardy CP/Impen bandwagon, in which case sorcs are hitting you hard.
That doesnt make anything that I have ever said invalid. That just puts you behind the meta.
You were trying to say that your 15k tooltip CF, less all mitigating factors, is an example of why Sorc's are underpowered in PvP. A totally ridiculous straw man. So yeah, I don't understand your posts.
RE: Me being "being the meta". Not only untrue, but straight ad hominem when we are having a discussion.
Regardless, my original comment was about overall balance -- yes, 1.5 was closest.
Listen, I'm not saying they are underpowerd, in fact MagiBlades and Sorcs probably have it better than any other magic class, including MagiDK. (Currently)
Show me where I ever said they were under powered.
If you look around the forums and are honest, you will admit that Sorcs get a lot of hate.
I am defending my class, I'm not saying they are underpowered. Maybe Magiplars and MagiDKs are under performing vs Sorc. That doesnt change the fact that if we are nerfed we will no longer be competitive with the clases that do give us trouble. Pretty much anything stamina, for my above listed reasons.
Buff other classes, do not nerf Sorc. That's all I'm saying, and all I have EVER said.
Buff other classes, do not nerf Sorc. That's all I'm saying, and all I have EVER said.
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
My NB was head and shoulders better than my DK in 1.5.
hammayolettuce wrote: »1.5 can rot in hell.
1.5 was absolutely the closest we ever came to overall balance -- including all of its blemishes.
Every single patch has been worse.
Excepting 1.0, I think 1.7 was probably the low point of the game -- but the only reason 1.6 wasn't worse was b/c players didn't have enough CPs.
Says the DK.
My NB was head and shoulders better than my DK in 1.5.
Its so funny that people still try to act as if NBs were so weak pre 1.6. What the dont realize is that NBs were incredibly strong just like DKs were in large fights.
IxSTALKERxI wrote: »IxSTALKERxI wrote: »Argonian master race.
DO NOT STEAL MY LINE
Lol sorry, but it's true. They'll actually be strong now in non-cp campaigns after latest buffs.