Put a cooldown of 1 second on a proc chance so you can actually react to the incoming damage.
Don't need PTS to understand that removing CHD modifiers from PVE is a bad direction.Rohamad_Ali wrote: »You guys are going to make Mr Lambert shove his thumbs in his eyes . We need the pts before we skin this bird .
Don't need PTS to understand that making proc sets not crit in PVP isn't going to solve anything - you still wont be able to react fast enough to save yourself with animation canceling, the user now just has to put an execute on his bar and use it after all his stuff procs.
What would be ideal.
Lower the damage of several proc sets that are over performing - velidreth, red mountain, grothdarr, ilambris, viper, poisons etc
Put a cooldown of 1 second on a proc chance so you can actually react to the incoming damage.
This way we won't be making a useless change that in future will be reverted anyway and I don't really want to go a major patch with this kind of balance waiting for it to be changed. Because it's really just changing PVE than it is PVP in ways it doesn't need to.
Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
How is removing crit off of the proc damage messing with the core mechanic? That (insert set here) set is going to still be doing it's tooltip damage. It's not affecting crit off of anything that actually matters (your skills).
Monster sets will still be viable providing their auxiliary set buffs and DPS.
Proc sets are a crutch to begin with.
I've already said to nerf the damage accordingly not to completely shatter it. You can't sit there and say this is a good change for the game. Undaunted Sets are way more important than what they are about to do to them.Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
At least Molag Kena enhances your play style: 1) You have to actively proc it, 2) It increases all skill costs.
Why are people defending sets like Grothdar that you equip and forget? It's just a passive DPS increase. It doesn't enhance play. It requires absolutely 0 thought and skill. At least Kena you have to think about weaving it and then deal with the consequence of the skill cost increase. And as easy as Kena is to manage it's still infinitely more interactive than Grothdar which is just passive damage.
If you're going to have proc sets, make them interesting. This 10% chance on damage proc thing is absurd and lazy.
So,
You give in to the final whinage about AoE caps from pvpers who only refuse to work with others...
Rip big pvp battles.
For some odd reason you nerf one of the few cool things to work with...poisons...
Rip players who think.
Nerfing "proc" sets? Never cared about since 50 players with procs sets dies to me just as good as 50 drunk midgets.
Nothing about new skills, areas, possible races and CONTENT?
"HI, we are making ESO even easier so console players will like it more!"
I am still here because of the community and friends I've shed blood with over the soon 3 years I've been a subscriber. Is my kind of playstyle, where challenge and player SKILL matters not really interesting for ZoS anymore?
I was hoping that Tamriel one was just a bad choice of direction. Is this really the "new" eso? Easy, easy, easy, fast, dumbed down?
Please, give me a reason to not stop my subscription.
If ZoS really wants to kick me out,
- add a global AH,
- scale everyone with everything so no one is different
- make it possible to buy level 90ies...sorry, level 50 chars in the crownstore
- And make everything account bound so there is no reason what so ever to play more then once
Please do this, so I can leave.
A core mechanic of PVE is to have decently high crit chance and then building your group in support of CHD (critical hit damage) multipliers including; Guard (Minor force), Trap Beast (Minor force), Warhorn (Major Force), Restoration Ultimate (Major Force), Piercing Spear (Templar Passive with 10% CHD), Shadow Mundus Stone (CHD% increase)Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
How is removing crit off of the proc damage messing with the core mechanic? That (insert set here) set is going to still be doing it's tooltip damage. It's not affecting crit off of anything that actually matters (your skills).
Monster sets will still be viable providing their auxiliary set buffs and DPS.
Proc sets are a crutch to begin with.
So yes with that amount of CHD multipliers, by removing crit chance you are removing a core mechanic from the game, which is in my opinion a very stupid change to make. As majority of these are used in PVE to create a group synergy.
No, proc sets will be useless in PVE now for the most part, majority of people will be using Molag Kena for their damage increases.
Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
How is removing crit off of the proc damage messing with the core mechanic? That (insert set here) set is going to still be doing it's tooltip damage. It's not affecting crit off of anything that actually matters (your skills).
Monster sets will still be viable providing their auxiliary set buffs and DPS.
Proc sets are a crutch to begin with.
Ok why is crit and crit dmg a core mechanic in PVE:
There are several different ways to increase your DPS. Using sets that give increase your tooltip dmg, sets that have a dmg proc, or sets that increase your crit valu or percentage (e.g. Very popular TBS with Shadow+Thief). Removing the crit from proc sets affects the different build types differently.
One of the most important buffs in raid groups is major force, increasing the crit dmg by 30%. So for raid groups the dmg nerf for proc sets will be above 50%.
The main point by nifty is that it affects PVE way more than PVP, because of lower crit stats in PVP and the use of impenetrable gear. Removing the crit from proc sets reduces the value of impenetrable.
If they want to nerf proc sets they should better cut the tooltips by 30-50%. That would have the same effect on PVE as removing the crit and a way bigger impact on PVP, since the hardest hits with crit would do the dmg of a noncrit without a tooltip nerf.
I've already said to nerf the damage accordingly not to completely shatter it. You can't sit there and say this is a good change for the game. Undaunted Sets are way more important than what they are about to do to them.Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
At least Molag Kena enhances your play style: 1) You have to actively proc it, 2) It increases all skill costs.
Why are people defending sets like Grothdar that you equip and forget? It's just a passive DPS increase. It doesn't enhance play. It requires absolutely 0 thought and skill. At least Kena you have to think about weaving it and then deal with the consequence of the skill cost increase. And as easy as Kena is to manage it's still infinitely more interactive than Grothdar which is just passive damage.
If you're going to have proc sets, make them interesting. This 10% chance on damage proc thing is absurd and lazy.
Molag Kena is pretty easy to proc, you don't have to think about it at all, at least you shouldn't. I don't see how it enhances your playstyle.
With good healers the skill cost doesnt really matter.
0% Crit chance means 0% Critical Hit Damage modifiers. Yes it is going away for a lot of sets (anything with a proc damage chance.) This includes everything that was recently buffed to now be utterly useless, and almost all of the undaunted sets are now going to be useless apart from probably 3 (Kena, Ilambris, Grothdarr) and Velidreth is STILL going to cause so much damage in PVP that this whole change won't matter. Because the issue in PVP is no reaction time, which a simple cooldown per proc would solve.Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
How is removing crit off of the proc damage messing with the core mechanic? That (insert set here) set is going to still be doing it's tooltip damage. It's not affecting crit off of anything that actually matters (your skills).
Monster sets will still be viable providing their auxiliary set buffs and DPS.
Proc sets are a crutch to begin with.
Ok why is crit and crit dmg a core mechanic in PVE:
There are several different ways to increase your DPS. Using sets that give increase your tooltip dmg, sets that have a dmg proc, or sets that increase your crit valu or percentage (e.g. Very popular TBS with Shadow+Thief). Removing the crit from proc sets affects the different build types differently.
One of the most important buffs in raid groups is major force, increasing the crit dmg by 30%. So for raid groups the dmg nerf for proc sets will be above 50%.
The main point by nifty is that it affects PVE way more than PVP, because of lower crit stats in PVP and the use of impenetrable gear. Removing the crit from proc sets reduces the value of impenetrable.
If they want to nerf proc sets they should better cut the tooltips by 30-50%. That would have the same effect on PVE as removing the crit and a way bigger impact on PVP, since the hardest hits with crit would do the dmg of a noncrit without a tooltip nerf.
crit and crit damage aren't going away. It only means that something like a red mountain proc isn't going to crit when it hits.
I run TBS on my stam sorc with thief+shadow and this is only going to affect the damage proc'd off of my monster set. I am not worried in the least bit
Publius_Scipio wrote: »People sure love crit chance. Especially the crit specifically associated with proc sets in particular.......
When hands grows from anywhere but not from shoulders, you'll love any broken mechanics which allows to win by hitting random buttonPublius_Scipio wrote: »People sure love crit chance. Especially the crit specifically associated with proc sets in particular.......
Oh no my proc set training wheels have to come off next patch...I guess skill will count for something
Pug lives matter so we won't really fix proc sets #Lambet.Ron_Burgundy_79 wrote: »It's not the actual % DPS decrease for PVE - it's the fact that PVE gets nerfed because of PVP whining and crap that annoys me.
I know this may sound crazy, but maybe proc sets are over performing in both PVE and PVP.
Maybe the blame should shift from only pvpers to players pulling 60k+ dps in pve land, burning through most mechanics. There's plenty of blame to go around. I believe @leepalmer95 said it already. It'll be a massive 3% dps decrease if you're running 5-3-2 with a monster set.
Do I think it's going to fix proc sets in pvp? No. The stacking of proc sets will still be an issue.
Do I think it's a step in the right direction? Yes. Toning down the damage done by proc sets is a response to the complaints that have all of us have seen over the past few months. It may not be the change that most of us wanted, but it is a change, nonetheless.
I'm interested to see the rest of the patch notesn specifically interested the possible changes to heavy armor and the destro ulti.
CC: @Jaronking @texassob @ZOS_RichLambert
Edit: grammar and autocorrect
0% Crit chance means 0% Critical Hit Damage modifiers. Yes it is going away for a lot of sets (anything with a proc damage chance.) This includes everything that was recently buffed to now be utterly useless, and almost all of the undaunted sets are now going to be useless apart from probably 3 (Kena, Ilambris, Grothdarr) and Velidreth is STILL going to cause so much damage in PVP that this whole change won't matter. Because the issue in PVP is no reaction time, which a simple cooldown per proc would solve.Grothdarr and Ilambris are strong but they don't need this much of a nerf, infact none of the undaunted sets needs this much of a nerf. Are you forgetting the patch they buffed them because they were too weak. Now they will all be useless.Toc de Malsvi wrote: »OrphanHelgen wrote: »Is this affecting the procs of enchants as well, as maelstrom bow the bonus dmg tics or just a simple poison dmg enchant?Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
Lambert posted a parse with Kraugh, Red Mountain, Viper. 78% crit, nearly 100% uptime on minor force and 30% uptime on warhorn.
As I stated to another poster, perhaps Grothdarr and Ilambris were over performing?
That screenshot does not include Major Force uptime or Shadow Mundus Stone.
I do not think this was a smart decision because for 1) This wont fix PVP unless there is an ICD 2) It *** PVE over pretty largely when you take into consideration of all the other monster sets that are not as good.
Welcome back Molag Kena meta, I did not miss you.
You're also not helping by missing the point and saying it needed a nerf, do you honestly think it needed this much of a nerf for PVE? Ripping core mechanics out of sets and applying that into PVE. Cmon, we're better than that as a community to let this big of a change impact the content this much.
Balance the sets properly instead of half assing them with a PVP change to make them useless. Go over them and reduce their damage, then handle the PVP situation as well.
How is removing crit off of the proc damage messing with the core mechanic? That (insert set here) set is going to still be doing it's tooltip damage. It's not affecting crit off of anything that actually matters (your skills).
Monster sets will still be viable providing their auxiliary set buffs and DPS.
Proc sets are a crutch to begin with.
Ok why is crit and crit dmg a core mechanic in PVE:
There are several different ways to increase your DPS. Using sets that give increase your tooltip dmg, sets that have a dmg proc, or sets that increase your crit valu or percentage (e.g. Very popular TBS with Shadow+Thief). Removing the crit from proc sets affects the different build types differently.
One of the most important buffs in raid groups is major force, increasing the crit dmg by 30%. So for raid groups the dmg nerf for proc sets will be above 50%.
The main point by nifty is that it affects PVE way more than PVP, because of lower crit stats in PVP and the use of impenetrable gear. Removing the crit from proc sets reduces the value of impenetrable.
If they want to nerf proc sets they should better cut the tooltips by 30-50%. That would have the same effect on PVE as removing the crit and a way bigger impact on PVP, since the hardest hits with crit would do the dmg of a noncrit without a tooltip nerf.
crit and crit damage aren't going away. It only means that something like a red mountain proc isn't going to crit when it hits.
I run TBS on my stam sorc with thief+shadow and this is only going to affect the damage proc'd off of my monster set. I am not worried in the least bit
So they add in content (Undaunted Dailies) and now making their content useless with a change like this in PVE as there will be a lot better options. I can tell you don't really PVE to understand the full effect these modifiers have on these sets.
It's a very big unnecessary change.