Emma_Overload wrote: »NOPE.
The nerf to Wings hasn't even gone live, and y'all are already trying to shut down "Reach Sorcs" via nerf-crafting? You guys never sleep!
As Ms. Grande would say, "Thank you... NEXT!"
Ramzdonb16_ESO wrote: »The weapons have had enough mate, vdsa isn't hard now anyone can get the weapons. I think the need to slot a skill ability is enough reason to keep the deeps on this one.
DisgracefulMind wrote: »You do realize that clench/reach are some classes only real valid option for cc, right?
I'm sorry but that's a bad idea. You take away the stun and no one will use these weapons. That's not an opinion, that's a fact.
-MagWardens used it replace the stun loss from Fissure
-MagSorcs used it to replace the stun loss from Frags
-MagPlars used it to replace the stun loss from Blazing Spear
The knockback/stun is the reason they are used. If your idea is to just make it a cheaper Force Pulse, with no stun then why would I not slot Elemental Weapon instead and get a permanent 5-set bonus?
The only acceptable nerfs are either to decrase the cost reduction, or reduce the dmg buff. Not lose the base skill's functionality, which would arguably make it worse than without a master weapon.
I'm sorry but that's a bad idea. You take away the stun and no one will use these weapons. That's not an opinion, that's a fact.
-MagWardens used it replace the stun loss from Fissure
-MagSorcs used it to replace the stun loss from Frags
-MagPlars used it to replace the stun loss from Blazing Spear
The knockback/stun is the reason they are used. If your idea is to just make it a cheaper Force Pulse, with no stun then why would I not slot Elemental Weapon instead and get a permanent 5-set bonus?
The only acceptable nerfs are either to decrase the cost reduction, or reduce the dmg buff. Not lose the base skill's functionality, which would arguably make it worse than without a master weapon.
Cool but will ppl use it if the damage is removed? I am fine with that too. Cheep CC with small damage sounds balanced for me.
I'm sorry but that's a bad idea. You take away the stun and no one will use these weapons. That's not an opinion, that's a fact.
-MagWardens used it replace the stun loss from Fissure
-MagSorcs used it to replace the stun loss from Frags
-MagPlars used it to replace the stun loss from Blazing Spear
The knockback/stun is the reason they are used. If your idea is to just make it a cheaper Force Pulse, with no stun then why would I not slot Elemental Weapon instead and get a permanent 5-set bonus?
The only acceptable nerfs are either to decrase the cost reduction, or reduce the dmg buff. Not lose the base skill's functionality, which would arguably make it worse than without a master weapon.
Cool but will ppl use it if the damage is removed? I am fine with that too. Cheep CC with small damage sounds balanced for me.
Wow, i didn’t realize blocking was so hard
Reverb bash hits for 3269 with 30k stamina and 3k weapon damage. It cost 3159 stamina. It is not comparable to master reach.For the record there are spammable damage skills with hard CC in this game. Like Dizzy or Reverb Bash. What ZOS had a problem with was CC built into burst dmg skills like Frags or Deep Fissure or Wrecking Blow.
brandonv516 wrote: »Master Destro is a little too good right now.
DisgracefulMind wrote: »You do realize that clench/reach are some classes only real valid option for cc, right?
And? I dont want CC removed from the skill, just if you modify the skill with master staff then no CC. You trade burst and lower cost for CC. Is sounds fair to me.
It is a brainless idea a spamable damage skill to have a CC, dont you think?
MartiniDaniels wrote: »I bet there will be huge wave of "nerf sorcs" threads after U22.
WrathOfInnos wrote: »Master destro is too weak TBH. You have to give up a 4 pc and 5 pc set bonus to use it, and it only serves to make one skill usable. I hope to see a perfected version released soon so I can go back to using Clench/Reach without sabotaging my own build.
WrathOfInnos wrote: »Master destro is too weak TBH. You have to give up a 4 pc and 5 pc set bonus to use it, and it only serves to make one skill usable. I hope to see a perfected version released soon so I can go back to using Clench/Reach without sabotaging my own build.
Its not necessarely sabotaging your build, since there are quite some sets, which only needs to be one barred. Using such sets in a build makes your sacrifice very small (one single set bonus actually) compared to what you gain by arena weapons. Sure some arena weapons arent even good, but saying master reach is balanced, because you sacrifice something for it is not really true.
ZOS logic some months ago is that ccs shoudld not be paired with high damage. Master reach would fall into that category, since its direct damage exceeds force pulse damage and also has a dot attached. Problematic is the direct damage tooltip, which can be very high, above single target spammable standards, which in the vision of ZOS shouldnt be the case. A fair change in my mind is to move the damage increase of master staves to its dot component or replace it with a debuff.