Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
The only one I agree with it was OP in both PVE and PVP, so yes this one did need to change.
ztyhurstub17_ESO wrote: »ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
I really appreciate that the developer's focus is on these aspects of the game. I think you are on the right direction here, but if I could throw in my 2 cents I think there is a simpler solution here. To put it simply the best way to make DPS more user friendly for new players, just standardize the DoT timings.
I have recently been learning Magicka Dragon Knight and as an example you have these timings to deal with:
Skills Duration
Engulfing Flames 10.0
Eruption 18.0
Burning Embers 10.5
Flames of Oblivion 15.0
Elemental Blockade 8.0
Destructive Clench 8.0
Molten Armaments 39.6
If you use the "LCM" function in Excel (finds the lowest common denominator) for those timings you get 4680. That means you would have to come up with a rotation that has 4680 weaves to have all your DoTs and Molten Armaments up 100% which makes the DPS rotation very complicated.
I would say that most players are like me and basically round off the timings and know that some DoTs will just drop off, and just try to keep the best ones up 100%.
So, if we take a hypothetical situation and standardize the DoT Timings we can make rotations much simpler for new players to figure out. So lets say a weave (medium attack + skill) takes a new player 1.5 seconds and we have 6 DoTs and one buff in our Magi-DK example above that we want to keep up. With a 1.5 second weave 4 skills will take about 6 seconds, so I think standardizing on multiples of 6 makes the most sense. If you standardize the medium DoT skills to 12 seconds and the longer skills to 24 your DPS rotation goes from a crazy rotation where nothing lines up to something like:
Skills Duration
Engulfing Flames 12
Eruption 24
Burning Embers 12
Flames of Oblivion 24
Elemental Blockade 12
Destructive Clench 12
Molten Armaments 24
With timings like this a player can look at the rotation and realize that Eruption, Flames of Oblivion, and Molten Arms get cast once, then Engulfing Flames, Burning Embers, Elemental Blockade, and Destructive Clench get cast twice and the same pattern repeats with a "spammable" to fill out the full 12 second duration.
If you leave the amount of damage for each cast the same then the overall DPS is not increased for the highest tier players, but new players can figure out the rotations much easier and do more DPS sooner.
Obviously there are other considerations for each class, but I would propose that you standardize with short DoT's being 6 seconds for a "Short DoT", 12 Seconds for a "Medium DoT" and 24 seconds for all buffs and long duration DoT's. If you make this change then the least common denominator in a rotation becomes 24 instead of 4680 which to me is a lot easier to manage.
I don't know what level of programming it takes to change the seconds for a duration, but I can't imagine it is as hard as some of the other changes that are being made for "Raising the floor on the bottom damage" for newer and less skilled players.
I will second this idea, if not the specifics.
In many other games when setting things up for new players i slways try and simplify the number sewuences.
A char with mains at 8 and secondaries at 4 is a lot eadier for new and even moderste skill to manage than one with one main at 9 one main at 7, three secondaries at 5 and 3 and 8.
If there were a suite of "std durations categories a lot of things would become more manageable.
Flicker 2s
Brief 4s
Short 8s
Medium 16s
Long 24s
Lasting 36s
Dont expect this patch such could be done but as long term maybe.
Not looking for all dot the same, duration, damage, radius, buff/debuff, secheal, cost all provide variety.
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
@Joy_Division in what way is that related to my statement of saying: "Critdmg and crit are good and valuable stats in pvp"?
Like i don´t get what you´re trying to say. Not at all. Your screenshot perfectly illustrates the point i´m making. Which was: Crit and critdmg are really useful stats in pvp despite of impens existance.
Edit: I´m 100% with you and would extend your statement that any form of non telegraphed unavoidable burst capable of instantly killing a target (the more so from invisibility) should not exist in an mmo.
Joy_Division wrote: »Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
@Joy_Division in what way is that related to my statement of saying: "Critdmg and crit are good and valuable stats in pvp"?
Like i don´t get what you´re trying to say. Not at all. Your screenshot perfectly illustrates the point i´m making. Which was: Crit and critdmg are really useful stats in pvp despite of impens existance.
Edit: I´m 100% with you and would extend your statement that any form of non telegraphed unavoidable burst capable of instantly killing a target (the more so from invisibility) should not exist in an mmo.
I do not think Crit is what killed me. Rather, it was the other abusive mechanics that ZoS is not addressing. In any event, the changes ZoS plans on making in Update 13 would not have prevented a high health heavy armor impen templar build from dying in 2 seconds.
I don't disagree crit has a place on PvP, but I do disagree with the amount of emphasis that is being placed on it for Update 13 and how lessening its potency is supposed to balance things. It's not. But I dont think @Yolokin_Swagonborn is spreading misinformation as you contend. It may be oversimplified and hyperbole, but I think the essence of his argument is on target and my screenshot suggests he is not wrong..
ztyhurstub17_ESO wrote: »ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
I really appreciate that the developer's focus is on these aspects of the game. I think you are on the right direction here, but if I could throw in my 2 cents I think there is a simpler solution here. To put it simply the best way to make DPS more user friendly for new players, just standardize the DoT timings.
I have recently been learning Magicka Dragon Knight and as an example you have these timings to deal with:
Skills Duration
Engulfing Flames 10.0
Eruption 18.0
Burning Embers 10.5
Flames of Oblivion 15.0
Elemental Blockade 8.0
Destructive Clench 8.0
Molten Armaments 39.6
If you use the "LCM" function in Excel (finds the lowest common denominator) for those timings you get 4680. That means you would have to come up with a rotation that has 4680 weaves to have all your DoTs and Molten Armaments up 100% which makes the DPS rotation very complicated.
I would say that most players are like me and basically round off the timings and know that some DoTs will just drop off, and just try to keep the best ones up 100%.
So, if we take a hypothetical situation and standardize the DoT Timings we can make rotations much simpler for new players to figure out. So lets say a weave (medium attack + skill) takes a new player 1.5 seconds and we have 6 DoTs and one buff in our Magi-DK example above that we want to keep up. With a 1.5 second weave 4 skills will take about 6 seconds, so I think standardizing on multiples of 6 makes the most sense. If you standardize the medium DoT skills to 12 seconds and the longer skills to 24 your DPS rotation goes from a crazy rotation where nothing lines up to something like:
Skills Duration
Engulfing Flames 12
Eruption 24
Burning Embers 12
Flames of Oblivion 24
Elemental Blockade 12
Destructive Clench 12
Molten Armaments 24
With timings like this a player can look at the rotation and realize that Eruption, Flames of Oblivion, and Molten Arms get cast once, then Engulfing Flames, Burning Embers, Elemental Blockade, and Destructive Clench get cast twice and the same pattern repeats with a "spammable" to fill out the full 12 second duration.
If you leave the amount of damage for each cast the same then the overall DPS is not increased for the highest tier players, but new players can figure out the rotations much easier and do more DPS sooner.
Obviously there are other considerations for each class, but I would propose that you standardize with short DoT's being 6 seconds for a "Short DoT", 12 Seconds for a "Medium DoT" and 24 seconds for all buffs and long duration DoT's. If you make this change then the least common denominator in a rotation becomes 24 instead of 4680 which to me is a lot easier to manage.
I don't know what level of programming it takes to change the seconds for a duration, but I can't imagine it is as hard as some of the other changes that are being made for "Raising the floor on the bottom damage" for newer and less skilled players.
ztyhurstub17_ESO wrote: »ztyhurstub17_ESO wrote: »ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
I really appreciate that the developer's focus is on these aspects of the game. I think you are on the right direction here, but if I could throw in my 2 cents I think there is a simpler solution here. To put it simply the best way to make DPS more user friendly for new players, just standardize the DoT timings.
I have recently been learning Magicka Dragon Knight and as an example you have these timings to deal with:
Skills Duration
Engulfing Flames 10.0
Eruption 18.0
Burning Embers 10.5
Flames of Oblivion 15.0
Elemental Blockade 8.0
Destructive Clench 8.0
Molten Armaments 39.6
If you use the "LCM" function in Excel (finds the lowest common denominator) for those timings you get 4680. That means you would have to come up with a rotation that has 4680 weaves to have all your DoTs and Molten Armaments up 100% which makes the DPS rotation very complicated.
I would say that most players are like me and basically round off the timings and know that some DoTs will just drop off, and just try to keep the best ones up 100%.
So, if we take a hypothetical situation and standardize the DoT Timings we can make rotations much simpler for new players to figure out. So lets say a weave (medium attack + skill) takes a new player 1.5 seconds and we have 6 DoTs and one buff in our Magi-DK example above that we want to keep up. With a 1.5 second weave 4 skills will take about 6 seconds, so I think standardizing on multiples of 6 makes the most sense. If you standardize the medium DoT skills to 12 seconds and the longer skills to 24 your DPS rotation goes from a crazy rotation where nothing lines up to something like:
Skills Duration
Engulfing Flames 12
Eruption 24
Burning Embers 12
Flames of Oblivion 24
Elemental Blockade 12
Destructive Clench 12
Molten Armaments 24
With timings like this a player can look at the rotation and realize that Eruption, Flames of Oblivion, and Molten Arms get cast once, then Engulfing Flames, Burning Embers, Elemental Blockade, and Destructive Clench get cast twice and the same pattern repeats with a "spammable" to fill out the full 12 second duration.
If you leave the amount of damage for each cast the same then the overall DPS is not increased for the highest tier players, but new players can figure out the rotations much easier and do more DPS sooner.
Obviously there are other considerations for each class, but I would propose that you standardize with short DoT's being 6 seconds for a "Short DoT", 12 Seconds for a "Medium DoT" and 24 seconds for all buffs and long duration DoT's. If you make this change then the least common denominator in a rotation becomes 24 instead of 4680 which to me is a lot easier to manage.
I don't know what level of programming it takes to change the seconds for a duration, but I can't imagine it is as hard as some of the other changes that are being made for "Raising the floor on the bottom damage" for newer and less skilled players.
I will second this idea, if not the specifics.
In many other games when setting things up for new players i slways try and simplify the number sewuences.
A char with mains at 8 and secondaries at 4 is a lot eadier for new and even moderste skill to manage than one with one main at 9 one main at 7, three secondaries at 5 and 3 and 8.
If there were a suite of "std durations categories a lot of things would become more manageable.
Flicker 2s
Brief 4s
Short 8s
Medium 16s
Long 24s
Lasting 36s
Dont expect this patch such could be done but as long term maybe.
Not looking for all dot the same, duration, damage, radius, buff/debuff, secheal, cost all provide variety.
I agree, except I would have 6, 12, and 24 as the lengths and call it a day.
2 seconds is too short IMO, but I would be ok with 4, 8, 16, and 32 if that was the direction they wanted to go.
I wouldn't want them to change anything else about the skills, just make the timings consistent and follow a pattern of halves.
Joy_Division wrote: »With the changes to the passives in the flame and lightning staffs, I'm not sure ZoS is going to achieve it's objectives of making rotations easier.
Because before I had it pretty easy with a "damage" bar and a "buff" bar. Now my single target skills and AoE skills are best put on different bars, which will require more weapon swaps and proper animation cancels to attain an optimal DPS.
I guess if you are a stam DPS, things are the same. But from what I understand, there isn't many stam DPS in Trial raids nowadays.
Hello @ZOS_RichLambert and thank you for the information.
Some suggestions to consider for all execute skills. Why not make all of them just that, an execute. Instead of letting players spam them over and over, have the skill only available when the enemy is in execute status(20% health or less) and within range. This would solve all the issues with spammable executes for both PVE and PVP. Using an execute prior to that is just a waste of resources.
Rich wrote:Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
Hello @ZOS_RichLambert and thank you for the information.
Some suggestions to consider for all execute skills. Why not make all of them just that, an execute. Instead of letting players spam them over and over, have the skill only available when the enemy is in execute status(20% health or less) and within range. This would solve all the issues with spammable executes for both PVE and PVP. Using an execute prior to that is just a waste of resources.
That suggestion is completely contradictory to how endless fury/mages wrath mechanically functions. The skill acts as a delayed burst where you apply it and aim to drop the enemies health into execute range while it is active- in PvP at least. That mechanic is central to the sorcerer's burst. Radiant destruction also has mechanical reasons due to it being a channel that need it to be cast-able outside execute range to be most effective in certain situations. Bad suggestion.
Your last line in particular implies you have never played a magicka sorc or templar, or played one well at least. For skills like executioner/reverse slice or impale/killers blade it holds true- but builds that run those skills also tend to have much on demand burst damage or very quick skill rotations. Sorcs and templars don't, so their executes are tailored to that fact. I also dislike the idea of the game dictating when a player can or cannot use a regular ability.
hi all,
If you wanna simplify things
For Sorc: Make liquid lighting 12 or 15secs
: Make elemantal blockade 12 or 15 secs believe me it will make the rotation very easy and simple...
for MagNb : make the marciles Resolve procs like cyrstal fragment ....
there are some solves for me
and u dont mess with older and newer pplayers and pvp at all
ZOS_RichLambert wrote: »Update 13 has been out on the PTS for almost a week now and there’s been a lot of good feedback and questions posted with regards to the balance changes. I wanted to take a few moments to briefly discuss the overall direction for these changes so you can hopefully start to see why these changes are occurring.
For Update 13, our overall goal was to lessen the gap between the top and bottom. (in terms of overall damage output, coordinated vs. uncoordinated, small and large scale PVE & PVP) This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game. We want to establish a solid baseline so that we can better tune and tweak balance. For this update we attacked this problem from multiple angles by doing the following:
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Some of you will probably ask how the above goals translate into the changes we made. Here are some notes on a couple of the more hotly debated ones so you can see how they fit into the bigger picture:
- Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
- Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
- Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
- Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities) @Alpheu5 has a pretty great image that illustrates this change in this thread.
I didn't touch on every change or class, but I hope that sheds some light into how and why we've made some of the changes we've made. We have a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
It should also be noted that what is on PTS now is our first pass at these changes. We’re evaluating all of them and will make adjustments based on both feedback and data collected, so please continue to test them on PTS and give feedback.
-rich
Could some of the PTS testers comment on whether the crit changes to proc sets have accomplished these goals?
ztyhurstub17_ESO wrote: »ztyhurstub17_ESO wrote: »ZOS_RichLambert wrote: »
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
I really appreciate that the developer's focus is on these aspects of the game. I think you are on the right direction here, but if I could throw in my 2 cents I think there is a simpler solution here. To put it simply the best way to make DPS more user friendly for new players, just standardize the DoT timings.
I have recently been learning Magicka Dragon Knight and as an example you have these timings to deal with:
Skills Duration
Engulfing Flames 10.0
Eruption 18.0
Burning Embers 10.5
Flames of Oblivion 15.0
Elemental Blockade 8.0
Destructive Clench 8.0
Molten Armaments 39.6
If you use the "LCM" function in Excel (finds the lowest common denominator) for those timings you get 4680. That means you would have to come up with a rotation that has 4680 weaves to have all your DoTs and Molten Armaments up 100% which makes the DPS rotation very complicated.
I would say that most players are like me and basically round off the timings and know that some DoTs will just drop off, and just try to keep the best ones up 100%.
So, if we take a hypothetical situation and standardize the DoT Timings we can make rotations much simpler for new players to figure out. So lets say a weave (medium attack + skill) takes a new player 1.5 seconds and we have 6 DoTs and one buff in our Magi-DK example above that we want to keep up. With a 1.5 second weave 4 skills will take about 6 seconds, so I think standardizing on multiples of 6 makes the most sense. If you standardize the medium DoT skills to 12 seconds and the longer skills to 24 your DPS rotation goes from a crazy rotation where nothing lines up to something like:
Skills Duration
Engulfing Flames 12
Eruption 24
Burning Embers 12
Flames of Oblivion 24
Elemental Blockade 12
Destructive Clench 12
Molten Armaments 24
With timings like this a player can look at the rotation and realize that Eruption, Flames of Oblivion, and Molten Arms get cast once, then Engulfing Flames, Burning Embers, Elemental Blockade, and Destructive Clench get cast twice and the same pattern repeats with a "spammable" to fill out the full 12 second duration.
If you leave the amount of damage for each cast the same then the overall DPS is not increased for the highest tier players, but new players can figure out the rotations much easier and do more DPS sooner.
Obviously there are other considerations for each class, but I would propose that you standardize with short DoT's being 6 seconds for a "Short DoT", 12 Seconds for a "Medium DoT" and 24 seconds for all buffs and long duration DoT's. If you make this change then the least common denominator in a rotation becomes 24 instead of 4680 which to me is a lot easier to manage.
I don't know what level of programming it takes to change the seconds for a duration, but I can't imagine it is as hard as some of the other changes that are being made for "Raising the floor on the bottom damage" for newer and less skilled players.
I will second this idea, if not the specifics.
In many other games when setting things up for new players i slways try and simplify the number sewuences.
A char with mains at 8 and secondaries at 4 is a lot eadier for new and even moderste skill to manage than one with one main at 9 one main at 7, three secondaries at 5 and 3 and 8.
If there were a suite of "std durations categories a lot of things would become more manageable.
Flicker 2s
Brief 4s
Short 8s
Medium 16s
Long 24s
Lasting 36s
Dont expect this patch such could be done but as long term maybe.
Not looking for all dot the same, duration, damage, radius, buff/debuff, secheal, cost all provide variety.
I agree, except I would have 6, 12, and 24 as the lengths and call it a day.
2 seconds is too short IMO, but I would be ok with 4, 8, 16, and 32 if that was the direction they wanted to go.
I wouldn't want them to change anything else about the skills, just make the timings consistent and follow a pattern of halves.
Well, first, if the durations of skills change then their innards have to be redone too... cant just take a 10s AOE DOT and turn it to 8s and call it a day.
The main reason i wanted to leave 2s in is for some effects with a heavy hit but short duration. likely there would be a longer cooldown. There are some sets now that use this model iirc - but i could see changing that to 4s or to instant and adjusting damage/effect accordingly too.
but yeah really durations of like 4s (wont last thru any fight without reapply), 8s (will only outlast quick trash fight) and then a 24s or 32s for (pre-fight long dur will outlast most non-dungeon/trial fights) could also work.
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
Joy_Division wrote: »Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »[*] There will still be people dying to one shots in PvP even if they don't crit because crit isn't an issue in PvP if you L2Impen.
Can we please stop this misinformation?
Crit is one of the best stats in pvp. Impen helps but even when you´re full decked out 3000+ impen someone built for critdmg will still hit you significantly harder with a crit compared to a noncrit.
So they hit you for 1k damage more. That 1k isn't what kills you. Its the fact that they can get 5 4k attacks off at nearly the same time before you can react. Nerfing crit on proc sets won't stop people crying about viper/velidreth/widowmaker and you know it.
Please do not post made up numbers. Post actual results of a build setup for critdmg hitting someone with high impen - and then proceed to evaluate how much dmg increase they got from critting.
Again you´re spreading misinformation by posting made up random numbers without a baseline to compare them to. 1k increase on a 2k basedmg ability? That´s still a 50% increase. Preddy damn good (yes i do follow the same route here - as it proves the point i´m making).
Edit: I will later post a screenshot.
Heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. Yes, there are a lot of damage inputs there; still did nothing that "fight" except CC break. ZoS's fix is a joke. They either have no clue what's going on in PvP or do not care. I can't tell which it is. How the heck is anyone expected to run around in Light Armor with 25K health "normal" builds?
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't Call of Duty. It's a joke.
ZOS_RichLambert wrote: »[*] Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.