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Instead of all the nerfs why couldn't they......

Somber97866
Somber97866
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Have raised the soft cap in resistances in PVP to 48,725 at 75%. In pve bump npc's in endgame levels to 610cp? That way they had more health and harder to kill while leaving overland and lower end ( casual pve gameplay) npc the way they are now. That would have effectively nerfed damage without actually nerfing builds.
  • Juhasow
    Juhasow
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    That would not have the effects You think it would have. Many times it would be actually opposite.
  • Somber97866
    Somber97866
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    How do you figure, enlighten me.
  • bmnoble
    bmnoble
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    Won't do much in PVP since most DPS don't reach the current soft cap for resistances, would only end up making the tanks a bit harder to kill, while in PVE the tank is the one who should be getting hit the most, DPS/healers should be avoiding most attacks that require high resistances.

    While simply raising the health of bosses and stuff in PVE would only encourage people to get higher DPS and cause more groups to have a higher min damage required standard to try and kill stuff before having to deal with mechanics.
  • Somber97866
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    Lol, what do you think these nerfs that are about to happen are gonna do?!?!?. When DPS doesn't kill things fast enough tanks take more damage. They are nerfing not just damage but also sustain.
    It would be the exact same outcome except they wouldn't be nerfing indivual builds but nerfing endgame as a whole instead of nerfing the whole game.
  • InvictusApollo
    InvictusApollo
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    Have raised the soft cap in resistances in PVP to 48,725 at 75%. In pve bump npc's in endgame levels to 610cp? That way they had more health and harder to kill while leaving overland and lower end ( casual pve gameplay) npc the way they are now. That would have effectively nerfed damage without actually nerfing builds.

    As someone who has several PvP characterrs almost at resistance cap I can tell you that I would likely welcome increasing resistance cap. Considering all current defense options, there aren't too many builds that would synergize well enough while reaching the cap. This change would definitely increase build variety.
    This change would be good for noCP PvP where incoming damage is high and defenses are few. Anyone who would like to reach the increased cap, would have to specifically build for it while sacrificing a lot of damage.

    However I have my doubts since math shows that increasing resistance cap would outperform even the tankiest builds that we have right now. Let me show you.


    Current resistances noCP
    PvP max resistances
    1-(1-50%)*(1-50%) = 0,75

    PvP max resistances + Major Protection
    1-(1-50%)*(1-50%)*(1-30%) = 0,825

    PvP max resistances + Major Protection + Minor Protection
    1-(1-50%)*(1-50%)*(1-30%)*(1-8%) = 0,839

    PvP max resistances + Major Protection + Minor Protection + 10% (Buffer of the Swift, Merciless Resolve, Spirit Guardian etc.)
    1-(1-50%)*(1-50%)*(1-30%)*(1-8%)*(1-10%) = 0,8551


    Current resistances CP
    PvP max resistances
    1-(1-50%)*(1-50%)*(1-15%)*(1-25%) = 0,8406

    PvP max resistances + Major Protection
    1-(1-50%)*(1-50%)*(1-15%)*(1-25%)*(1-30%) = 0,8884

    PvP max resistances + Major Protection + Minor Protection
    1-(1-50%)*(1-50%)*(1-15%)*(1-25%)*(1-30%)*(1-8%) = 0,8974

    PvP max resistances + Major Protection + Minor Protection + 10% (Buffer of the Swift, Merciless Resolve, Spirit Guardian etc.)
    1-(1-50%)*(1-50%)*(1-15%)*(1-25%)*(1-30%)*(1-8%)*(1-10%) = 0,9076


    Increase resistances noCP
    PvP increased max resistances
    1-(1-50%)*(1-75%) = 0,875

    PvP increased max resistances + Major Protection
    1-(1-50%)*(1-75%)*(1-30%) = 0,825

    PvP increased max resistances + Major Protection + Minor Protection
    1-(1-50%)*(1-75%)*(1-30%)*(1-8%) = 0,839

    PvP increased max resistances + Major Protection + Minor Protection + 10% (Buffer of the Swift or Merciless Resolve or Spirit Guardian etc.)
    1-(1-50%)*(1-75%)*(1-30%)*(1-8%)*(1-10%) = 0,8551


    Increase resistances CP
    PvP increased max resistances
    1-(1-75%)*(1-75%)*(1-15%)*(1-25%) = 0,9602

    PvP increased max resistances + Major Protection
    1-(1-50%)*(1-75%)*(1-15%)*(1-25%)*(1-30%) = 0,9442

    PvP increased max resistances + Major Protection + Minor Protection
    1-(1-50%)*(1-75%)*(1-15%)*(1-25%)*(1-30%)*(1-8%) = 0,9487

    PvP increased max resistances + Major Protection + Minor Protection + 10% (Buffer of the Swift, Merciless Resolve, Spirit Guardian etc.)
    1-(1-50%)*(1-75%)*(1-15%)*(1-25%)*(1-30%)*(1-8%)*(1-10%) = 0,9538

    As you can see tanky characters in noCP campaign would be tankier than what we now have in CP campaing. Without changing damage CP tanky characters would be almost invulnerable. I haven't calculated how much damage they could soak every second with their hots and wards but from my calculations for my current builds I can tell you that a tank like that could slowly dismantle an entire zerg group one by one. Especially if we take blocking into consideration.

    Personally I wouldn't mind having another counter to zerg groups but I am adamant that zerglings would raise voice on forums and call for nerfs. There are already some tank builds that can't be soloed by most DD builds while having enough dps to slowly kill an inexperienced players. With OPs suggestion, we would have a lot more "invincible tanks" as zerglings like to call them.
  • Tandor
    Tandor
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    Raising the difficulty level of endgame PvE rather than lowering the DPS of player characters would result in even more complaints about the triviality of overland content for higher level players. It's not the way to address power creep, any more than buffing every other class is the way to balance an over-powered class.
  • WoppaBoem
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    Instead of all the nerfs why couldn't they just do nothing to the game and let is slowly die and return to oblivion.... I like the frequent game changes and changing meta, the forums always cry so fricking hard while in reality the impacts are not as hard as one might think.
    Xbox EU & NA - PVP Only
  • Somber97866
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    Wtf, the casual players don't need a nerf but need the power to stay where it is. The endgame player's need a nerf but you don't want ppl not morphing skills bc the original is more powerful then the morphs and leveling would feel content productive.
    Unless they made an elite classification of dungeon that would be the next class after vet to add some endgame challenge with nerfing damage.
    I'm sure they could've figured out a way with their collective 1000 IQ to buff PVP resistances to balance power creep.
    The power creep could've been fixed without the individual nerf in my opinion.
    Starting to wonder if the nay Sayers are actually undercover ZOS payroll workers lol, j/k
  • InvictusApollo
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    Wtf, the casual players don't need a nerf but need the power to stay where it is. The endgame player's need a nerf but you don't want ppl not morphing skills bc the original is more powerful then the morphs and leveling would feel content productive.
    Unless they made an elite classification of dungeon that would be the next class after vet to add some endgame challenge with nerfing damage.
    I'm sure they could've figured out a way with their collective 1000 IQ to buff PVP resistances to balance power creep.
    The power creep could've been fixed without the individual nerf in my opinion.
    Starting to wonder if the nay Sayers are actually undercover ZOS payroll workers lol, j/k

    Powercreep in PvP? If everyone is powerfull, then noone is...
  • MartiniDaniels
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    Guys, who tell you that U24 nerfs are to handle power creep in PVE? All this changes are PVP related, if they wanted to increase difficulty in PVE, the easiest and obvious way is to nerf CP perks. I.e. just reduce in half Traumaturge, Thick skinned, Man-at-Arms and Ironclad and nothing will change in PVP, but in PVE both damage output and protection will be nerfed for 10%+.
  • karekiz
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    Tandor wrote: »
    Raising the difficulty level of endgame PvE rather than lowering the DPS of player characters would result in even more complaints about the triviality of overland content for higher level players. It's not the way to address power creep, any more than buffing every other class is the way to balance an over-powered class.

    They can nerf ability damage by 90% and overland would not be effected by players in endgame.

    Your talking about people that can carefree do VMA/VMA flawless. Why in the world would Generic_Quest_001 be difficult? Unless they balance ALL quests to essentially be VMA2.0, but if its VMA2.0 then the actually people *doing* the quests to level would bail.

    And they don't want those people to bail.
  • bmnoble
    bmnoble
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    Lol, what do you think these nerfs that are about to happen are gonna do?!?!?. When DPS doesn't kill things fast enough tanks take more damage. They are nerfing not just damage but also sustain.
    It would be the exact same outcome except they wouldn't be nerfing indivual builds but nerfing endgame as a whole instead of nerfing the whole game.

    Had plenty of groups with lousy DPS while doing dungeons, my tank had no issue staying alive aside from some VET DLC dungeons. When I get a good group its not really an issue.

    Worst cast trial tanks might have to go back to a more survival focus rather than wearing sets that buff DPS.


    As for PVP, why not just add a certain amount of resistances buff to battle spirit in the same way they add extra health.

    Or I don't know scrap the halving of shield strength so people can use there defensive ability's at full strength.
  • Somber97866
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    There are a lot of ways to deal with this power creep it seems. Just curious why they choose to nerf their player's when they know we are gonna hate them for it,lol? I just don't understand the logic tbh.
  • DeathPK
    DeathPK
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    Have raised the soft cap in resistances in PVP to 48,725 at 75%. In pve bump npc's in endgame levels to 610cp? That way they had more health and harder to kill while leaving overland and lower end ( casual pve gameplay) npc the way they are now. That would have effectively nerfed damage without actually nerfing builds.

    yea lets buff the already strong stam tank builds.
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