Vicious Death:
This set now grants an additional 1487 Spell Penetration on its 5 piece bonus.
Increased the damage done on kill to 22400, up from 15815.
Fixed an issue where this set had a lower chance of applying the Burning status effect than intended.
So the counterplay to 24 organized players working together to achieve objectives, is a solo player with 3 activatable buttons so long as it is a magicka nightblade with a specific set of gear?
When capture points are the objective and the only way to capture things is to have players stack on them forcing players to bunch up so they get credit and so that the capture point is taken efficiently, having a single class and spec controlling whether everyone else can or cannot complete those is a fairly shallow design concept for "balance" I would say.
What the actual f*** are these numbers? What is this mathly abomination?Vicious Death:
This set now grants an additional 1487 Spell Penetration on its 5 piece bonus.
Increased the damage done on kill to 22400, up from 15815.
Fixed an issue where this set had a lower chance of applying the Burning status effect than intended.
Currently Vicious Death can hit players in Cyrodiil for at least 76,389 flame damage in live. And they are adding a 2.97% damage bonus via spell pen to this, and increasing the proc damage to the set by over 141.6%? That would hit every player in range for ... 186,848 flame damage?
lol. Vicious Death will be less of a counter to large groups, and rather a buff to large groups to demolish everyone in their path.
vesselwiththepestle wrote: »lol. Vicious Death will be less of a counter to large groups, and rather a buff to large groups to demolish everyone in their path.
I agree. I think many players don't realize those ball groups are using Vicious Death, too. The changes will make it an even better set and probably every DD in a ball group will wear it. Bombers are niche, this set is actually worn by DD in large groups.
having a single class and spec controlling whether everyone else can or cannot complete those is a fairly shallow design concept for "balance" I would say.
Vicious Death:
This set now grants an additional 1487 Spell Penetration on its 5 piece bonus.
Increased the damage done on kill to 22400, up from 15815.
Fixed an issue where this set had a lower chance of applying the Burning status effect than intended.
Currently Vicious Death can hit players in Cyrodiil for at least 76,389 flame damage in live. And they are adding a 2.97% damage bonus via spell pen to this, and increasing the proc damage to the set by over 141.6%? That would hit every player in range for ... 186,848 flame damage?
So the dev team never plays in Cyrodiil I am guessing?
https://www.reddit.com/r/elderscrollsonline/comments/hmpvlt/new_to_bombing_first_thicc_bomb/
This is striking me right now as how out of touch the dev team is with the state of the game. Anyone else's thoughts?
I am honestly hoping greatly that most of these set and ability "rebalance" changes do not make Live Server....
themaddaedra wrote: »What the actual f*** are these numbers? What is this mathly abomination?Vicious Death:
This set now grants an additional 1487 Spell Penetration on its 5 piece bonus.
Increased the damage done on kill to 22400, up from 15815.
Fixed an issue where this set had a lower chance of applying the Burning status effect than intended.
Currently Vicious Death can hit players in Cyrodiil for at least 76,389 flame damage in live. And they are adding a 2.97% damage bonus via spell pen to this, and increasing the proc damage to the set by over 141.6%? That would hit every player in range for ... 186,848 flame damage?
The buff adds %41 to the tooltip, not %141. I don't even know what to say about those imaginary flame damage numbers.
I like this buff. Way too late even
DocFrost72 wrote: »"Get rid of zergs"
and
"Let solo players fight back against large groups"
Were definitely in mind with these changes. Considering that a bomber likely won't target a solo or small group of players, I'd say it'll be fun. Just...don't tighten up on flags in the foreseeable future.
Agree on that but... Ball Group themselves will use it & stack multiple Vicious Deaths...xXMeowMeowXx wrote: »DocFrost72 wrote: »"Get rid of zergs"
and
"Let solo players fight back against large groups"
Were definitely in mind with these changes. Considering that a bomber likely won't target a solo or small group of players, I'd say it'll be fun. Just...don't tighten up on flags in the foreseeable future.
This is a beautiful change going in the right direction....
Zergling debris is a good thing 🐙
Vicious Death:
This set now grants an additional 1487 Spell Penetration on its 5 piece bonus.
Increased the damage done on kill to 22400, up from 15815.
Fixed an issue where this set had a lower chance of applying the Burning status effect than intended.
Currently Vicious Death can hit players in Cyrodiil for at least 76,389 flame damage in live
If you’re in a 24 man and die to 3-4 players you deserve to die, period.So the counterplay to 24 organized players working together to achieve objectives, is a solo player with 3 activatable buttons so long as it is a magicka nightblade with a specific set of gear?
When capture points are the objective and the only way to capture things is to have players stack on them forcing players to bunch up so they get credit and so that the capture point is taken efficiently, having a single class and spec controlling whether everyone else can or cannot complete those is a fairly shallow design concept for "balance" I would say.