By that logic, impen and crit resist has been OP as hell since launch
That is true. The thing is, I dont think its caused by impen values themselves, just rather how powerful crit modifiers are. In PVE, it seems to get better damage, people like to stack crit more than base damage itself.
Procs or Bleeds are not amplified by stat pools.
dassneakereb17_ESO wrote: »swift is op af, it won't be nerfed because it's a soft p2w
it would be op af even in perfect no-lag version of ESO from parallel dimension
30% movespeed or 5% dps what a tough choise loololol
Amdar_Godkiller wrote: »It's incredibly OP., but until last night, I would have said it's pretty well balanced, but that was before a magblade with full swift Benny HIll'd like 7 of us for 30 minutes at Castle Faregyl. I think 8% is ideal.
Or they could keep it as is and revert the changes that were made to detection pots, that allow players to see when they are being used. Cloak + 3 swift is just kind of ridiculous.
By that logic, impen and crit resist has been OP as hell since launch
leepalmer95 wrote: »You can clearly see the difference between having swift and not.
Trying to use skills such as dizzying or jabs vs someone with 2/3 swift is just impossible.
Trying to catch anyone with swift when you don't have them is annoying.
When something new basically becomes advised by every competent pvper, yeah its strong.
I haven't got the dlc myself, but i've dueled against people with and without swift and the difference is obvious, i've seen how much more survivable they become with it open world as well.
It's a soft p2w aspect of the game, pretty much its either pay zos for a overpriced dlc or simply always be at a disadvantage in pvp.
Mobility was always a unique aspect or either medium users sprinting or stam sorc's. Now you get a free minor expedition from giving up 800 stamina/ magicka.
I wouldn't mind but you don't really give anything up for the speed. The resource loss isn't even noticeable.
Really? You mean you can't research / transmute without Summerset? You can certainly get your friend / guildmate to make you crafted jewelry though.leepalmer95 wrote: »It's a soft p2w aspect of the game, pretty much its either pay zos for a overpriced dlc or simply always be at a disadvantage in pvp.
Show me your gold ring!Mobility was always a unique aspect or either medium users sprinting or stam sorc's. Now you get a free minor expedition from giving up 800 stamina/ magicka.
It is very noticeable. +10% speed / Minor Expedition may not be, but neither is the speed much to write home about. +30% / Major expedition, on the other hand, requires you to sacrifice something like 3.5K mag (or stam), when you take racial and Undaunted Mettle buffs into account, not to mention the possibility of Inner Light / Northern Storm / NB Siphoning skill. That's the same as a Julianos or Hunding's 5-piece bonus with Sorcery or Brutality. You don't rate those sets either, do you? I like the speed, but I am acutely conscious of my shields and my Vigor taking a hit from running Swift.I wouldn't mind but you don't really give anything up for the speed. The resource loss isn't even noticeable.
Mojomonkeyman wrote: »Swift is too strong on stamina anything, especially on HA brawler builds - it synergizes too well with Forward Momentum and Shuffle (not to the same extend due to lower immunity duration). We are at a point where even range damage can be outrun. The game can't handle that in my opinion.
But I don't like any of the proposed solutions. Snares are not popular, yet they are necessary. I personally preferred Elder Snares Online over the current Elder Swift Online.
My approach would be to strap any snare immunity function from forward momentum (and maybe even shuffle), the removal on cast can stay. Since snares have been nerfed heavily and swift has been introduced as soft counter I can imagine the outcome feeling a lot better than basically every stamina player running from anything that doesn't go his way. Swift stamina builds should be punishable, swift shouldn't be a free pass.
I agree, kinda.
Snares are necessary and the continued erosion of control forces people further into mobile builds, which always benefits naturally mobile builds more.
But 60% snares on someone who moves at base speed is way too strong.
It should instead be 30% major, 10% minor, but multiplicative so faster builds are effected more. Momentum/shuffle/wings should only reduce snare percentages and remove roots for 2s. That way snares/roots are usable but less oppressive.
Really? You mean you can't research / transmute without Summerset? You can certainly get your friend / guildmate to make you crafted jewelry though.leepalmer95 wrote: »It's a soft p2w aspect of the game, pretty much its either pay zos for a overpriced dlc or simply always be at a disadvantage in pvp.Show me your gold ring!Mobility was always a unique aspect or either medium users sprinting or stam sorc's. Now you get a free minor expedition from giving up 800 stamina/ magicka.It is very noticeable. +10% speed / Minor Expedition may not be, but neither is the speed much to write home about. +30% / Major expedition, on the other hand, requires you to sacrifice something like 3.5K mag (or stam), when you take racial and Undaunted Mettle buffs into account, not to mention the possibility of Inner Light / Northern Storm / NB Siphoning skill. That's the same as a Julianos or Hunding's 5-piece bonus with Sorcery or Brutality. You don't rate those sets either, do you? I like the speed, but I am acutely conscious of my shields and my Vigor taking a hit from running Swift.I wouldn't mind but you don't really give anything up for the speed. The resource loss isn't even noticeable.
CatchMeTrolling wrote: »Amdar_Godkiller wrote: »It's incredibly OP., but until last night, I would have said it's pretty well balanced, but that was before a magblade with full swift Benny HIll'd like 7 of us for 30 minutes at Castle Faregyl. I think 8% is ideal.
Or they could keep it as is and revert the changes that were made to detection pots, that allow players to see when they are being used. Cloak + 3 swift is just kind of ridiculous.
A mag nb can do that without swift, I did it all the time when I played melee magblade.
The problem is not swift being overpowered or not, the problem is the combat system working like crap vs targets moving at high speed.
Trying to hit a stamsorc with minor+major expedition and swift jewerly with meele attacks is borderline stupid. If you understand some combat mechanics you can abuse the combat system to the point where a guy sitting right in front of you will miss 50% of his attacks, even when you are on range of their meelee abilities. I'm not going into details, but experienced stam PvPers know how to abuse this. And this is not a problem only with stamsorcs, you can do it with every class, stamsorcs are just the most obvious example of it.
Movement speed is already a problem, and i really dont see how they can fix it withouth some awful bandit fix like they did with the unresistable snare in gapclosers. That being said, i just finished with the research of the trait and i'm going to slap swift in every single build LOL
Amdar_Godkiller wrote: »CatchMeTrolling wrote: »Amdar_Godkiller wrote: »It's incredibly OP., but until last night, I would have said it's pretty well balanced, but that was before a magblade with full swift Benny HIll'd like 7 of us for 30 minutes at Castle Faregyl. I think 8% is ideal.
Or they could keep it as is and revert the changes that were made to detection pots, that allow players to see when they are being used. Cloak + 3 swift is just kind of ridiculous.
A mag nb can do that without swift, I did it all the time when I played melee magblade.
I feel like you are actually one of the ones I'm referencing, as your forum name seems very similar to a super fast player's gamertag I've fought on XBO in Vivec or Shor. lol
But as I went on to explain, the issue I have with swift would be mostly eliminated by preventing cloaked NBs from knowing when they are being "detected", as there would be some counterplay once again to such a gameplay style. Sure, very talented Mabblades like yourself will still be able to do that to some average-to-potato-level opponents, but the issue is that currently average-to-potato-level magblades can do this to otherwise solid PVPers because they can tell who has the pots to find them and only have to avoid that one or two players and can do so easily with swift jewelry, expedition, their shadow image, and vampire passives.
CatchMeTrolling wrote: »Amdar_Godkiller wrote: »CatchMeTrolling wrote: »Amdar_Godkiller wrote: »It's incredibly OP., but until last night, I would have said it's pretty well balanced, but that was before a magblade with full swift Benny HIll'd like 7 of us for 30 minutes at Castle Faregyl. I think 8% is ideal.
Or they could keep it as is and revert the changes that were made to detection pots, that allow players to see when they are being used. Cloak + 3 swift is just kind of ridiculous.
A mag nb can do that without swift, I did it all the time when I played melee magblade.
I feel like you are actually one of the ones I'm referencing, as your forum name seems very similar to a super fast player's gamertag I've fought on XBO in Vivec or Shor. lol
But as I went on to explain, the issue I have with swift would be mostly eliminated by preventing cloaked NBs from knowing when they are being "detected", as there would be some counterplay once again to such a gameplay style. Sure, very talented Mabblades like yourself will still be able to do that to some average-to-potato-level opponents, but the issue is that currently average-to-potato-level magblades can do this to otherwise solid PVPers because they can tell who has the pots to find them and only have to avoid that one or two players and can do so easily with swift jewelry, expedition, their shadow image, and vampire passives.
My gt isn’t the same anymore and I haven’t played melee blade in awhile.
I can agree that detecting that you’re being detected was a silly implementation and should be reverted.
The actual problem with swift isn’t the speed it grants it’s the fact most of the dps skills are telegraphed and easily avoidable. That’s why it’s been a no brainer to run speed pots or some form of major expedition.
Plus mag blade will always be a nuisance to deal with because if they don’t want to die then they won’t because of perma cloak, speed and shadow image.