Instead of asking for ZOS to revert the change, why not ask for a buff to the set bonuses? Maelstrom 2hander for example clearly buffs a skill that's only used in pvp.
However, it makes 0 sense to me that someone would grind a maelstrom destro staff for example, only to get what extra 60 spell damage and no benefit to any skill they use? I know you get to keep the spell/weapon damage with poisons slotted but why go through all of the trouble to get the right weapon with the right trait just for that.
GrumpyDuckling wrote: »xiZeroPointix wrote: »xiZeroPointix wrote: »I understand that aspect...everyone does..they took away the stock weapon damage enchant..yes that sucks..we can just put it back in like any other weapon. If they wanted flat stat bonus they shouldve just crafted an infused dagger with a weapon damage enchant..The point a maelstrom weapon is to boost your class spammable skill damage not weapon damage..that was just a perk. Either way your not losing anything.
yeah you are. you're losing Maelstrom weapons as an actual viable choice for any form of competitive play, be it PvE or PvP. the change may seem small but it puts these weapons at the bottom of the barrel.
What are you talking about? Did you not read anything i just posted? Or the patch notes? You lose 180 something spell damage...PUT A WEAPON DAMAGE ENCHANT BACK ON IT!!!!!! You arent losing anything!!! You actually gain..if all you wanted was weapon damage why would you waste your time farming maelstrom? Maelstrom weapons are special because they boost SKILL damage. Besides like I said 3 times before you can enchant the weapon with a WEAPON DAMAGE GLYPH to retain the stats your looking for as well as keeping the original special enchant. All they did was give more variety as far as enchant customization.
I don't think you're understanding what you're saying so I'm going to lay it out like this:
BEFORE: The way Maelstrom weapons work now you get BOTH the wp/sp damage + the skill enchant.
AFTER: Removing the wp/sp damage and forcing the user to use a wp damage glyph lowers total damage because getting the damage requires procs (aka not 100% uptime).
xiZeroPointix wrote: »Guys the special enchant remains.....the only thing you need to do is enchant your malstrom weapons with a weapon damage glyph...boom you get your damage back. Before you could not enchant the maelstrom or master weapons with out losing the special enchant. Now we get to keep the special enchant and then add another that we choose on top of it. Such as poison, weapon damage, yadda yadda. In the case of the maelstrom sword..it will retain its crit rush buff, the you can use an enchant of your choosing..this is actually a buff to the weapons.
Instead of asking for ZOS to revert the change, why not ask for a buff to the set bonuses? Maelstrom 2hander for example clearly buffs a skill that's only used in pvp.
However, it makes 0 sense to me that someone would grind a maelstrom destro staff for example, only to get what extra 60 spell damage and no benefit to any skill they use? I know you get to keep the spell/weapon damage with poisons slotted but why go through all of the trouble to get the right weapon with the right trait just for that.
Then you should change something... This is a useful change!
Btw. nobody need poisons... there are just really fast or near endless fights, poisons dont make a difference!
Only for a zerging mentality like Xvs1 to bring down really strong opponents, this could be a nerf. But who cares about zerging people?
HungryMonkey007 wrote: »I think some of the comments towards synergy and PVE are missing the point of the original commenter. The weapon damage in PVP is important because we use poisons which covers up the enchant. I don't care about the skill buff, I want the damage boost to pair with my poison. It appears that the developers want to swing VMA weapons back to PVE only. Perhaps this is because many PVP players don't want to farm in PVE for gear. It would be nice for the developers to just come out and admit that they want to eliminate the PVP benefit instead of pretending like PVP players should be happy about getting to enchant their weapons. If the ability to enchant is better in PVP than poisons (probably not), they basically killed the poison system so what was the point of even creating it?
HungryMonkey007 wrote: »I think some of the comments towards synergy and PVE are missing the point of the original commenter. The weapon damage in PVP is important because we use poisons which covers up the enchant. I don't care about the skill buff, I want the damage boost to pair with my poison. It appears that the developers want to swing VMA weapons back to PVE only. Perhaps this is because many PVP players don't want to farm in PVE for gear. It would be nice for the developers to just come out and admit that they want to eliminate the PVP benefit instead of pretending like PVP players should be happy about getting to enchant their weapons. If the ability to enchant is better in PVP than poisons (probably not), they basically killed the poison system so what was the point of even creating it?
Oakmontowls_ESO wrote: »HungryMonkey007 wrote: »I think some of the comments towards synergy and PVE are missing the point of the original commenter. The weapon damage in PVP is important because we use poisons which covers up the enchant. I don't care about the skill buff, I want the damage boost to pair with my poison. It appears that the developers want to swing VMA weapons back to PVE only. Perhaps this is because many PVP players don't want to farm in PVE for gear. It would be nice for the developers to just come out and admit that they want to eliminate the PVP benefit instead of pretending like PVP players should be happy about getting to enchant their weapons. If the ability to enchant is better in PVP than poisons (probably not), they basically killed the poison system so what was the point of even creating it?
Again, being able to keep the static stat bonus with a poison equipped was obviously a bug. Most likely it was related to being able to enchant over the maelstrom weapon and still keep the stat bonus. And as with all bugs you run the risk of it being patched (like the infallible glitch) or if the devs like the glitch they might make it a feature (like lightning staff heavy attacks or animation canceling). Adapt and over come.
Oakmontowls_ESO wrote: »HungryMonkey007 wrote: »I think some of the comments towards synergy and PVE are missing the point of the original commenter. The weapon damage in PVP is important because we use poisons which covers up the enchant. I don't care about the skill buff, I want the damage boost to pair with my poison. It appears that the developers want to swing VMA weapons back to PVE only. Perhaps this is because many PVP players don't want to farm in PVE for gear. It would be nice for the developers to just come out and admit that they want to eliminate the PVP benefit instead of pretending like PVP players should be happy about getting to enchant their weapons. If the ability to enchant is better in PVP than poisons (probably not), they basically killed the poison system so what was the point of even creating it?
Again, being able to keep the static stat bonus with a poison equipped was obviously a bug. Most likely it was related to being able to enchant over the maelstrom weapon and still keep the stat bonus. And as with all bugs you run the risk of it being patched (like the infallible glitch) or if the devs like the glitch they might make it a feature (like lightning staff heavy attacks or animation canceling). Adapt and over come.
xiZeroPointix wrote: »The fact is that these weapons are niche weapons and that the purpose of any good build is SYNERGY. Its looking at your dps parse and determining the skills you use the most and building around that tool kit. These weapons are made to do just that..provide synergy to the skills you use along with specific armor sets. These changes allow maelstrom master and asylum weapons to better fit into a specific build plan.
Oakmontowls_ESO wrote: »HungryMonkey007 wrote: »I think some of the comments towards synergy and PVE are missing the point of the original commenter. The weapon damage in PVP is important because we use poisons which covers up the enchant. I don't care about the skill buff, I want the damage boost to pair with my poison. It appears that the developers want to swing VMA weapons back to PVE only. Perhaps this is because many PVP players don't want to farm in PVE for gear. It would be nice for the developers to just come out and admit that they want to eliminate the PVP benefit instead of pretending like PVP players should be happy about getting to enchant their weapons. If the ability to enchant is better in PVP than poisons (probably not), they basically killed the poison system so what was the point of even creating it?
Again, being able to keep the static stat bonus with a poison equipped was obviously a bug. Most likely it was related to being able to enchant over the maelstrom weapon and still keep the stat bonus. And as with all bugs you run the risk of it being patched (like the infallible glitch) or if the devs like the glitch they might make it a feature (like lightning staff heavy attacks or animation canceling). Adapt and over come.
You cannot enchant over vma weapon and keep the stat bonus And the poison interaction was not patched. So I dont get what are you about here?
This would be totally different discussion if they patched poison interaction.
GrumpyDuckling wrote: »xiZeroPointix wrote: »The fact is that these weapons are niche weapons and that the purpose of any good build is SYNERGY. Its looking at your dps parse and determining the skills you use the most and building around that tool kit. These weapons are made to do just that..provide synergy to the skills you use along with specific armor sets. These changes allow maelstrom master and asylum weapons to better fit into a specific build plan.
I farmed my original Maelstrom weapons with a specific build plan (a 5-3-1-1-1-1 set up that benefitted from the weapon damage that Maelstrom weapons provided).
Removing the entire purpose I farmed the weapons for is a spit in the face.
xiZeroPointix wrote: »GrumpyDuckling wrote: »xiZeroPointix wrote: »The fact is that these weapons are niche weapons and that the purpose of any good build is SYNERGY. Its looking at your dps parse and determining the skills you use the most and building around that tool kit. These weapons are made to do just that..provide synergy to the skills you use along with specific armor sets. These changes allow maelstrom master and asylum weapons to better fit into a specific build plan.
I farmed my original Maelstrom weapons with a specific build plan (a 5-3-1-1-1-1 set up that benefitted from the weapon damage that Maelstrom weapons provided).
Removing the entire purpose I farmed the weapons for is a spit in the face.
You were not utilizing a set bonus..just a complete min max of overall stat increase. I see. I am thinking for pvp... maelstrom sword It gives a a crit rush damage modifier and a 189 flat weapon damage increase. Now the flat damage is gone..so i am going to re trait to nirn that gives me a flat 10% increase in weapon damage. Then enchant the weapon with a crusher enchant for instance that will not only add damage to my crit rush attack but will immediately debuff who i attack. To go further i can re trait to infused which will buff not only my crit rush damage modifier but also boost the de buff applied from the crusher enchant..simultaneously and reduce the resistances of the target instantly and per use of the skill..i am not sure if it stacks with each application..but this effect will in turn beat out a flat increase in damage...further i can put a weapon damage enchant on the infused weapon giving me an almost 100% uptime with 400+ weapon damage, while essentially doubling the damage to crit rush (which is a guaranteed critical damage). This is unheard of damage potential. Having 2 enchants on a weapon in the long run is better than a mediocre flat damage increase....think outside the box...this is going to make maelstrom weapons do nasty damage next patch! Using this along with a double enchant asylum weapon is the boost pvpers have been looking for.
Removing the raw stat bonus from Maelstrom and Master weapons has done the following;
-2H users can now benefit from an enchantment.
-The 1st piece of any 2 piece special weapon set is inconsequential.
-2 pieces are required to get any single bonus that could have been a 4th or 5th piece bonus of another set that would have enchantments anyways.
-Those who have already farmed these sets have lost raw stats.
Why not treat special weapons like monster sets, providing a 1 and 2 piece bonus, ensure that drops with a 1H include another or a shield?
xiZeroPointix wrote: »Apologies not necessary
do you get that they are talking about PvP and not PvE?
sharpened is still top dog on account of how many people run around in full heavy armour
do you also get that making a new post for every sentance is bad forum ettiquette?
do you also understand that by failing to understand the very basic issue that is being discussed on this thread you are making your self look more that a little silly?
appology necessary!
Actually based on my testing with two Julianos Lightning Staves, a nirnhorned and a sharpened, against a 5h-2m S&B NB buffed with Major Ward and Major Protection...the nirnhorned staff did marginally more damage on the light attacks.
Anyhow I thought the vMSA dropped nirnhorned weapons these days, does it not?
vMA has always dropped nirn
you tested light attacks against your friend using 5 heavy & 2 medium, and nirn out performend sharpened... ok thnx, good to know.
i was actually trying to explain why the 2 billion posts about the infused trait were irrelevent in this discussion, but sure thnx 4 letting me know that nirn outperforms sharpened on a shield breaker set-up!
vMA did not always drop nirn, you are flat out wrong. When it first came out the best trait was Sharpened and there were many threads on this forum questioning why the vMA is not drop the BiS trait. With counter threads saying that the best trait should be crafted (the only way to get nirnhorned stuff back then)
Secondly....wtf are you talking about? Nirn doing better with light attacks means nirn doing better with every damage skill.. What does shieldbreaker build have to do with anything. Test with Crushing Shock and you get the same exact result.
Oakmontowls_ESO wrote: »Oakmontowls_ESO wrote: »HungryMonkey007 wrote: »I think some of the comments towards synergy and PVE are missing the point of the original commenter. The weapon damage in PVP is important because we use poisons which covers up the enchant. I don't care about the skill buff, I want the damage boost to pair with my poison. It appears that the developers want to swing VMA weapons back to PVE only. Perhaps this is because many PVP players don't want to farm in PVE for gear. It would be nice for the developers to just come out and admit that they want to eliminate the PVP benefit instead of pretending like PVP players should be happy about getting to enchant their weapons. If the ability to enchant is better in PVP than poisons (probably not), they basically killed the poison system so what was the point of even creating it?
Again, being able to keep the static stat bonus with a poison equipped was obviously a bug. Most likely it was related to being able to enchant over the maelstrom weapon and still keep the stat bonus. And as with all bugs you run the risk of it being patched (like the infallible glitch) or if the devs like the glitch they might make it a feature (like lightning staff heavy attacks or animation canceling). Adapt and over come.
You cannot enchant over vma weapon and keep the stat bonus And the poison interaction was not patched. So I dont get what are you about here?
This would be totally different discussion if they patched poison interaction.
You could enchant over it and keep the stat bonus at one point.
xiZeroPointix wrote: »Yes everyone is complaining about 180 damage loss, yes it is clearly indicated in an obvious manner..so no it was not missed...All i am saying is the worry over a stat number is overshadowing the true purpose of the weapons and there new found potential. The flat damage was nerfed due to the fact that we can take a charged staff and make it nirnhoned or whatever we want adding a flat damage increase and then enchant the staff once more with whatever we choose change and other changes that were made further adding to the effectivenes. With the new changes this staff would be overperforming by a large margin and be nerfed either way. I get that these wepaons were farmed for one reason and that is a small increase to our stats. If these weapons were utilized as intended then the dps from these weapons without the small stat buff would be minute. Niche builds are becoming more viable and less dependant on min max and whatever alcast runs for the week. We are trading a flat stat increase for more versatility and potentially a staff with a much higher spell/ weapon damage tool tip. Zos made the change its not getting changed back..All I want is for people to look beyond just damage stats and look at a much bigger picture. Then realize that if you have to have a staff just for the flat damage increase and its going to break the bank and ruin your build it should not have been centered around a staff. It should have been centered around your tool kit and armor choices
DRXHarbinger wrote: »@DRXHarbinger
I'm not salty. I actually enjoy running vMA. I just think it's a change that shafts PvP for no reason whatsoever. It's just a complete lack of consideration.
Imagine you're a PvE completionist that decided to grind for the Emperor title. After 14 days of no sleep 24/7 Cyrodiil you finally get it. Then ZOS says "hey guys, we just decided to remove the emperor title from the game and replace it with "I've been to Cyrodiil quite often". How would you feel?
It's not a shaft at all, 2 people 1v1ing each other with the same set up...there is no advantage had by either party, you are just marginally...very marginally weaker, few hundred damage off your frags...that's it.
Removing a title and an enchant are 2 different sports altogether, Emp has been around since day 1, this enchant if not with this change at some point down the line would have become obsolete anyway. Remember the Martial Knowledge Meta? The Viper Gank Meta? Proxy / Teather / VD Bomb Meta? Tumorscale / Viper / Blackrose Meta? All of these things are long gone...and As Ian Malcolm once said...Life will find a way.
And it did, the PVP crowd found another (Supposed) Meta with these staves, Life goes on and something else crops up.
these new staves are pretty OP, every staff user is going to run crushing shock, who doesn't want an interrupt that gives a massive damage boost at the same time? Give it 2 weeks from launch and all of this will be long forgotten.
Change is good, keeps things fresh.
Half of PvP using crushing shock will not be good and the opposite of fresh.
Like I said, I don't care about the vma nerf really. Just annoys me that people refuse to aknowledges that is it a nerf in PvP. Either because of their blind hatred of PvP, salt because they couldn't do vma or because they don't know how to squeeze everything out of a build.