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Potentates did not need a nerf

DCZergNoob
DCZergNoob
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Once again ZOS for no reason is Nerfing a set that is IDEAL for solo/small scale players that will become completely swept under the rug once the nerf goes though and dies in ZOS abyss :(

Why are sets that give solo & small scale players a bit of a fair standing ground against outnumbered continue to be unjustly nerfed for no reason?

5% is not alot, but it helped and was crucial for alot of builds, Now once again a good set is becoming completely useless, without little to no back bar sets to run as an alternative
  • Nemesis7884
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    its kinda funny that they want to reduce zergs but all the nerfs create more zergs ^^
  • Karmanorway
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    DCZergNoob wrote: »
    Once again ZOS for no reason is Nerfing a set that is IDEAL for solo/small scale players that will become completely swept under the rug once the nerf goes though and dies in ZOS abyss :(

    Why are sets that give solo & small scale players a bit of a fair standing ground against outnumbered continue to be unjustly nerfed for no reason?

    5% is not alot, but it helped and was crucial for alot of builds, Now once again a good set is becoming completely useless, without little to no back bar sets to run as an alternative

    Because ZoS listens to the zerglings, its called "fixing the game" now...

    Just like school, teachers gives bully groups shiny new baseball bats to beat up the loner kid as punishment because he is an Introvert that prefer his own company. Its called "Fixing the school" 🤣
  • Tarrocan
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    you have to imagine this laughable 3% damage reduction. LOL i mean 5% was laughable and now 3%? this is even more laughable.
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  • Thoragaal
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    Tarrocan wrote: »
    you have to imagine this laughable 3% damage reduction. LOL i mean 5% was laughable and now 3%? this is even more laughable.

    It's still worth something like 2k armor. Compared to other sources of mitigation, it's still better than other 2 - 4 piece set bonuses, which comperatively only gives about 1k armor. Arcane/Robust trait recieved an increase of a wooping 7 extra resources.
    In the short term, these tiny changes makes little to no difference. However in the long run, "sloppy values" can lead to some very real and big differences down the line.

    Personally I don't like it, becuase I liked having the option of using it. Now it really doesn't matter what set I use because the trade off doesn't actually make my character stronger; the total sum of stats remains the same. But that's also why they're equalizing all stats, or "balancing it". More of the same across the board. Less chance for people to pick the "wrong gear" and lowering the ceiling for people who have invested time into getting to know these stats and which set performs better (stat wise).
    I hope they don't take it any further, to let's say, where they want to remove any kind of choice other than "This gives resources back / this gives damage / this increases max stats" but the total sum remains the same no matter what.
    The road to hell is paved with good intentions.
    "I've always wanted to kick a duck up the arse" -Karl Pilkington, on the question what he'd do if it was the last day on earth.
  • NeoXanthus
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    DCZergNoob wrote: »
    Once again ZOS for no reason is Nerfing a set that is IDEAL for solo/small scale players that will become completely swept under the rug once the nerf goes though and dies in ZOS abyss :(

    Why are sets that give solo & small scale players a bit of a fair standing ground against outnumbered continue to be unjustly nerfed for no reason?

    5% is not alot, but it helped and was crucial for alot of builds, Now once again a good set is becoming completely useless, without little to no back bar sets to run as an alternative

    100% agree this did not need a nerf. However, this seems like more nerfs are related to usage. The more people that use something the more it gets a nerf to put you back on the equipment leveling hamster wheel.
  • Mindcr0w
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    NeoXanthus wrote: »
    100% agree this did not need a nerf. However, this seems like more nerfs are related to usage. The more people that use something the more it gets a nerf to put you back on the equipment leveling hamster wheel.

    This.

    I've said this many times before. MMO devs almost universally are of the mindset that if a certain item or skill is used by a large enough number of players it must be overpowered and needs to be nerfed.

    The solution is never to look at other items/skills that are meant to fulfill a similar purpose but go underused and try to bring them up to snuff. The solution is always to nerf the popular option into the ground so that instead of having one good option in a sea of garbage, or multiple good options, what you get is nothing but equally garbage options.
    Edited by Mindcr0w on July 28, 2020 4:44PM
  • Sahidom
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    its kinda funny that they want to reduce zergs but all the nerfs create more zergs ^^

    There are several changes that don't necessarily compliment zerg groups. There is some indirect mechanics and changes occurring that will lessen the efficiency and effectiveness of zero groups;

    They could take this further by limiting cyrodiil group size composition; and limiting buff/healing to group members only; this would radically alter the landscape of zerg grouping;

    The downside to this line of thinking hinders solo players in Cyrodiil. Is that bad? Its could be a double edged sword syndrome, where solo players would have more survival risks surfing zerg groups (e.g. not receiving cross healing/buffs) but that may also elevate the player's adrenaline to play without those crutch buffs/healing. Small group play (<6) have a little better survival (depending on the players skill levels) but may have a better chance to breakdown zerg groups due to the limited sources of buffs/heals when you annex out cross buffs/healing.

    Yes, you would get more zerg groups, however, with some imposed limitations on cross buff/healing then you weaken the efficiency and effectiveness of those battles where there are 30 - 40 players balled up in one location; how many of them won't be getting those massive cross buff/healing?
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