Change to caltrops

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SaucyMcSauceface
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While it is nice from a parsing perspective to gain access to fracture some of the time on my StamSorc, in real terms, in any group context, this is just a flat nerf, and a huge one at that - 60%. The nerf to the mag equivalent, blockade, consists of a small damage reduction, but a buff to the explosion, and leaves the option of replacing blockade with the improved mages guild options. or one of the many mag aoes in the game. As another class, I can replace caltrops with something useful. On my stamsorc, it is just a nerf without a clear replacement. This game is supposed to be based on choice between options. I am struggling to see the options here. Caltrops is not meta for stam because it is OP, it is simply one of the only stam aoes, or stam dots, that is not a class ability.
Edited by SaucyMcSauceface on July 8, 2019 6:41AM
  • Ashtaris
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    While it is nice from a parsing perspective to gain access to fracture some of the time on my StamSorc, in real terms, in any group context, this is just a flat nerf, and a huge one at that - 60%. The nerf to the mag equivalent, blockade, consists of a small damage reduction, but a buff to the explosion, and leaves the option of replacing blockade with the improved mages guild options. or one of the many mag aoes in the game. As another class, I can replace caltrops with something useful. On my stamsorc, it is just a nerf without a clear replacement. This game is supposed to be based on choice between options. I am struggling to see the options here. Caltrops is not meta for stam because it is OP, it is simply one of the only stam aoes that is not a class ability.

    Actually they just saved me some $$$. Now I don’t have to bother purchasing the Assault skill line in the crown store because now Caltrops won’t be worth slotting anymore.
  • SaucyMcSauceface
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    Ok, calmed down, I ran the numbers on replacing caltrops with the updated deadly cloak in the rotation, and it looks as though it will work out to being only a 200 or so dps loss. Memo to me: check the numbers and probably the PTS before freaking out....
  • Lord_Eomer
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    Damage reduction is one of worst change made by ZOS,

    If they are must going to nerf then nerf inial damage or overall damage by 20%
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Have you seen what they did to endless hail, it does damage 1 a second now, not .5 a second, meaning it lost 50% of it's damage there.
  • Qbiken
    Qbiken
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    Have you seen what they did to endless hail, it does damage 1 a second now, not .5 a second, meaning it lost 50% of it's damage there.

    Didn´t they buff the vMA bow at the same time, so damage wise there shouldn´t be a huge difference?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Qbiken wrote: »

    Didn´t they buff the vMA bow at the same time, so damage wise there shouldn´t be a huge difference?

    The vMA bow only adds damage, it does not make it faster. They took anyway 50% of the ticks and only buffed that tick is left by 11%. Meaning you do an average of 55% of the damage it used to. The vMA bow will not make up for a 45% nerf.
  • SaucyMcSauceface
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    damn, missed that change, oh well, 1/2 an hour until we can see what the numbers actually work out to...
  • SaucyMcSauceface
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    Looks like they are pushing a shift to barrage, it will still be lower than live, but the 20% buff per tick for barrage will compensate somewhat.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Looks like they are pushing a shift to barrage, it will still be lower than live, but the 20% buff per tick for barrage will compensate somewhat.

    You do that, you lose 4 more ticks that the vMA bow buffs.
    Edited by Lightspeedflashb14_ESO on July 8, 2019 11:45AM
  • Tommy_The_Gun
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    Qbiken wrote: »

    Didn´t they buff the vMA bow at the same time, so damage wise there shouldn´t be a huge difference?
    So if some one dont have the bow... :*

  • e-rwan
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    Have you seen what they did to endless hail, it does damage 1 a second now, not .5 a second, meaning it lost 50% of it's damage there.

    Thunderous Volley: Increased the damage bonus of this set to be nearly double the original value, since Volley and its morphs only tick once every 1 second, instead of every half second.

    vma bow will still do the same.
  • e-rwan
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    and the nerf to volley is about 33% if using arrow arrage
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    e-rwan wrote: »
    and the nerf to volley is about 33% if using arrow arrage

    You are only getting 8 ticks of damage, vs 10 ticks for hail, so the damage per cast is about the same.
  • Kolzki
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    e-rwan wrote: »


    vma bow will still do the same.

    And they reduced the cost and increased the duration. We will be able to fit more spamable casts into the rotation. The vMA bow may not make up the full difference, but the longer rotation might.
  • e-rwan
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    You are only getting 8 ticks of damage, vs 10 ticks for hail, so the damage per cast is about the same.
    this is also relative to the skill cost
    reduced the base cost to 2808 from 3510.
    2808/8=351
    3510/10=351
    the reduced duration will on affect the vma bow damage, thus hail could still be considered(and its 12s).
    Edited by e-rwan on July 8, 2019 1:01PM
  • MellowMagic
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    I don't understand why it took a 60 percent hit, it did like half or less of the damage of hail with a vma bow anyways. 30 percent like all the other aoes fine, but 60%? Why? Basically deleted the ability.
    PC / NA @MellowMagic
    Imperial named with some sort of variation of "Deo"
    By the Divines...
  • akray21
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    Ok, calmed down, I ran the numbers on replacing caltrops with the updated deadly cloak in the rotation, and it looks as though it will work out to being only a 200 or so dps loss. Memo to me: check the numbers and probably the PTS before freaking out....

    On single target, yes... but the size of the AoE is a huge difference in content such as vBRP. Maybe the debuff makes up for it?
  • BrokenGameMechanics
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    It will not be a dead skill for everyone, maybe, but it will be for most. Most of my PVP toons and play style are "combat support" oriented. Buffs, debuffs, heals, well timed "finisher" damage, stuns, snares and (used to be now) lots of AOEs.

    I think I will still find room for Caltrops on my bar (maybe). It wasn't that long ago when every other skill had an associated snare. These days a substantive snare is hard to find. An AOE substantive snare even more so.

    Currently I throw a ton of Caltrops in PVP and for me damage has always been secondary but nice to have. Running down that cowardly NB, run him down spewing Caltrops and hope for a snare. Cowardly NB hiding out there somewhere, shower the field with Caltrops. At a 30% snare however, ball groups stil pretty much ran straight through it. At a 60% snare it has some utility. Charging Goliath or Eye Of Flame, 60% slow, etc.Ulti spammers charging out of a tower with Rapids, Caltrops and 60% slow them down.

    For fun and frolic I often wear Selestrix to get that hilarious ball group mass stun from a shower of Caltrops.

    With the cost reduction, you can now spam Caltrops like confetti and a 60% snare is priceless in many situations. And as long as it tics something it still procs some stuff that matters.

    In other words, personally I like the the trade for so-so damage with a bleh snare for meh damage with one of the strongest snares still left in the game.
    Edited by BrokenGameMechanics on July 8, 2019 9:47PM
  • SaucyMcSauceface
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    Fair. In PvP I think that it definitely still has a place, but that 'so-so' damage in PvE was often one of the top hitting stam dps skills.
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