sabresandiego_ESO wrote: »@Arcanasx That's interesting that resto and lightning get more and I assume it's from the long channel to complete it. In that regard, do you think dual wield should get double what a two hander or sword and shield get? If so, why?
2 Hand heavies are slower than Dual Wield Heavies which are relatively fast. 2 of the unique items for Seargent's Mail are two handed weapons. None are dual wield weapons. There is no rational explanation for why dual wield heavies would be twice as good with this set as 2H or SNB heavies. Everything points to this set currently being bugged, even the post from 2017. The amount of burst damage this set is capable of doing with its double dipping w/ full heavy attack modifiers from multiple sources doesn't seem in line with Zenimax's recent philosophy with sets that add burst damage.
There is a small chance the set is working as intended because Zenimax somewhere, somehow changed their mind on how this set should work and how much potential burst damage a single set can provide. It just doesn't seem logical or likely.
sabresandiego_ESO wrote: »Is undaunted infiltrator set also boosting dual wield heavies twice, once on each heavy? Making it twice as good on dual wield as it is on other weapons?
sabresandiego_ESO wrote: »Here’s what I will do: I will change the formatting of this thread to detail exactly how to run this build effectively to 1-2 shot people instead of trying to somehow prove that this level of on demand burst damage is unreasonable
sabresandiego_ESO wrote: »I updated the original post and title to be less of a specific narrative and more of a simple presentation of facts.
As for what Arcanasx and Jinx have written: there is a huge difference between "on demand burst" damage and dot damage. On demand burst damage has been under a balancing microscope for years, meanwhile all the new and updated proc sets from the latest patch are intentionally designed and streamlined to be either DOT damage, or have an avoidable animation with a cooldown.
sabresandiego_ESO wrote: »I updated the original post and title to be less of a specific narrative and more of a simple presentation of facts.
As for what Arcanasx and Jinx have written: there is a huge difference between "on demand burst" damage and dot damage. On demand burst damage has been under a balancing microscope for years, meanwhile all the new and updated proc sets from the latest patch are intentionally designed and streamlined to be either DOT damage, or have an avoidable animation with a cooldown.
[Quoted post removed]
It's not just in BG and no cp where these stamina heavy attack builds are, i can name a few people that are running said heavy attack builds in cyro and IC, personally I have been hit by 12K+ dual wield heavies(6kish from each hand) On pretty tanky builds. I mean major protection+things like the necro ghost. And I'm sure we've all seen streams and videos of people running this heavy attack build, 1 shotting guards and sometimes players.
Something just isn't right about being able to have 35k-45k hp and still have the ability to land 12k+ hits on people.
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I don't think they're bugged because the devs are good at balancing these things and that was 3 years ago. Besides, you need skill to use procs, it makes the game more fun and exciting!
How are you defining an "oversight"? I showed multiple times how procs give free damage, but you were ok with procs being stronger. Now you fight strong procs and that's a problem for you?
It's not just in BG and no cp where these stamina heavy attack builds are, i can name a few people that are running said heavy attack builds in cyro and IC, personally I have been hit by 12K+ dual wield heavies(6kish from each hand) On pretty tanky builds. I mean major protection+things like the necro ghost. And I'm sure we've all seen streams and videos of people running this heavy attack build, 1 shotting guards and sometimes players.
Something just isn't right about being able to have 35k-45k hp and still have the ability to land 12k+ hits on people.
yep, procs and health based heals are an extremely problematic issue in this game right now.
Procs used to have to be run at the cost of reduced healing. With health based heals their only weakness is eliminated.
The issue is that there are a lot of proc sets that fill this action, a lot of which can also be buffed by malacath.
sabresandiego_ESO wrote: »[Quoted post removed]
I don't think they're bugged because the devs are good at balancing these things and that was 3 years ago. Besides, you need skill to use procs, it makes the game more fun and exciting!
How are you defining an "oversight"? I showed multiple times how procs give free damage, but you were ok with procs being stronger. Now you fight strong procs and that's a problem for you?
"On demand burst" damage that is tied to a free to cast spammable heavy attack is completely different than DOT procs which take time to do damage and can be cleanse, or telegraphed burst procs that have a long cooldown.It's not just in BG and no cp where these stamina heavy attack builds are, i can name a few people that are running said heavy attack builds in cyro and IC, personally I have been hit by 12K+ dual wield heavies(6kish from each hand) On pretty tanky builds. I mean major protection+things like the necro ghost. And I'm sure we've all seen streams and videos of people running this heavy attack build, 1 shotting guards and sometimes players.
Something just isn't right about being able to have 35k-45k hp and still have the ability to land 12k+ hits on people.
yep, procs and health based heals are an extremely problematic issue in this game right now.
Procs used to have to be run at the cost of reduced healing. With health based heals their only weakness is eliminated.
The issue is that there are a lot of proc sets that fill this action, a lot of which can also be buffed by malacath.
Dot procs are countered by heals, cleanses/cloaks, and line of sights
Burst procs are given cooldowns and long telegraphed animations
Zenimax decided they wanted to streamline and balance procs along those lines, while hovering @ roughly 2kDPS modified by unique properties for each proc.
I like the way Zenimax balanced procs this last patch. I think they did a good job, and I know we disagree on that. But we likely have common ground on the subject at hand here: These heavy attack sets violate their proc balancing standards and allow for the exact builds you mention.
sabresandiego_ESO wrote: »[Quoted post removed]
I don't think they're bugged because the devs are good at balancing these things and that was 3 years ago. Besides, you need skill to use procs, it makes the game more fun and exciting!
How are you defining an "oversight"? I showed multiple times how procs give free damage, but you were ok with procs being stronger. Now you fight strong procs and that's a problem for you?
"On demand burst" damage that is tied to a free to cast spammable heavy attack is completely different than DOT procs which take time to do damage and can be healed through, line of sighted, and cleansed; or telegraphed burst procs that have a long cooldown.It's not just in BG and no cp where these stamina heavy attack builds are, i can name a few people that are running said heavy attack builds in cyro and IC, personally I have been hit by 12K+ dual wield heavies(6kish from each hand) On pretty tanky builds. I mean major protection+things like the necro ghost. And I'm sure we've all seen streams and videos of people running this heavy attack build, 1 shotting guards and sometimes players.
Something just isn't right about being able to have 35k-45k hp and still have the ability to land 12k+ hits on people.
yep, procs and health based heals are an extremely problematic issue in this game right now.
Procs used to have to be run at the cost of reduced healing. With health based heals their only weakness is eliminated.
The issue is that there are a lot of proc sets that fill this action, a lot of which can also be buffed by malacath.
Dot procs are countered by heals, cleanses/cloaks, and line of sights
Burst procs are given cooldowns and long telegraphed animations
Zenimax decided they wanted to streamline and balance procs along those lines, while hovering @ roughly 2kDPS modified by unique properties for each proc.
I like the way Zenimax balanced procs this last patch. I think they did a good job, and I know we disagree on that. But we likely have common ground on the subject at hand here: These heavy attack sets violate their proc balancing standards and allow for the exact builds you mention.
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sabresandiego_ESO wrote: »Arcanasx: When you are hit with a dot proc, you can either cleanse/cloak it, heal through it, or retreat/LOS away and heal through it because DOTs take time to kill meaning there is time to react.
Burst procs: such as selenes have a long telegraphed animation which is avoidable and a cooldown
Heavy attack burst damage: Is completely controllable burst damage. It is on demand burst damage. Instant burst damage has no real counter, especially when you combine it with CC like Petrify. Most kills in this game come from burst combined with CC. You control when to use the heavy attack, you control the aim and movement of your character before landing the attack, and heavy attacks are as simple as holding down the left mouse button.
The counterplay is minimal, particularly in battlegrounds because heavy attacks cost 0 resources to use, and return resources to the attacker. Blocking or rolling the heavy attacks runs the defensive player out of stamina since the defense uses resources while the attack does not. This is compounded by the fact that DK's can petrify on cooldown to get past defenses and further run the defensive player out of stamina. The only actual counterplay to this build is to be on a tanky build or stay at range or have a competant team to work with. The build is completely overperforming outside of those parameters and has little to no counterplay otherwise. And that's exactly why you use it and have used it exclusively for the last several years in battlegrounds.
It's not just in BG and no cp where these stamina heavy attack builds are, i can name a few people that are running said heavy attack builds in cyro and IC, personally I have been hit by 12K+ dual wield heavies(6kish from each hand) On pretty tanky builds. I mean major protection+things like the necro ghost. And I'm sure we've all seen streams and videos of people running this heavy attack build, 1 shotting guards and sometimes players.
Something just isn't right about being able to have 35k-45k hp and still have the ability to land 12k+ hits on people.
yep, procs and health based heals are an extremely problematic issue in this game right now.
Procs used to have to be run at the cost of reduced healing. With health based heals their only weakness is eliminated.
The issue is that there are a lot of proc sets that fill this action, a lot of which can also be buffed by malacath.
sabresandiego_ESO wrote: »Arcanasx: DOT damage and sudden burst damage are two completely different things. There is a reason they changed all proc sets to either DOT damage, or a slow avoidable animation that does burst like Selenes.
Heavy attack combo burst is not only instant burst damage, its burst damage that is fully controllable by the player unlike Selenes. When you are a 30k HP heavy armor tank moving at nearly the maximum allowable move speed due to stacking speed, the heavy attacks are like homing missles. This is not even close to the same thing as Selenes: a silly bear animation with a giant red area of affect warning that you can move out of.
No amount of your rationalization justifies the level of on demand burst damage a min/maxed and properly played tanky speed stacking heavy attack build can do in a battlegrounds environment.
If they want to balance the build they could either fix the fact that these builds are literally more than twice as strong on dual wield as they are on sword and board, two handed, or bow ---> by stopping the HA sets from double dipping onto the DW offhand. Or they could simply convert all the extra bonus damage from these heavy attack sets into DOT damage like they have done with all other proc sets that are correctly categorized as so.
sabresandiego_ESO wrote: »Arcanasx: I have said this before and I will say it again: I have nothing against you as a person or the concept of heavy attack builds being viable. I have been playing battlegrounds with you and against you for over three years. We used to duo que together back when I played nightblade. When you constantly try to derail these threads by negatively depicting my playstyle, what you are actually doing is deflecting away from the topic of discussion.
I never posted about heavy attack builds until recently because I considered them very niche, and very creative, even if slightly over performing in the right hands of a skilled player. It's not until recently (with the addition of malacath and the buffs to Seargent's and Undaunted Infiltrator that allowed dual wield to double dip into the bonus damage) that the heavy attack build went from "overperforming but acceptable" to being "unfairly overperforming". Once it reached that threshold, I broke my silence.
I'm bringing awareness to the fact that these heavy attack sets are double dipping with dual wield, and are allowing incredibly high burst damage that completely violates Zenimax's recent balancing guidelines for proc sets and bonus burst damage.