TRANSLATION: to satisfy all the PVP whiners we will be once again nerfing a lot of PVE and tanking capabilities.
Nobody really cared about making frost staff a better DPS weapon, it was being used as a back bar tanking weapon just fine.
ZOS_BrianWheeler wrote: »Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
Magna_Chronos wrote: »ZOS_BrianWheeler wrote: »Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
Yee! Punish those damn *** who wasted time learning about the game. They deserve! LMAO
When it comes to Critical Damage, Critical Chance, and Critical Resist, we’ve started to get a tighter grip on these bonuses in our efficiency standards and have begun sourcing more of them in the game to counter each other. While this naturally balances itself in PvP scenarios, that is not the case in PvE situations; this already powerful stat is slowly creeping up in power with each update and global increase in damage.
Onefrkncrzypope wrote: »
JohnOfMarkarth wrote: »TRANSLATION: to satisfy all the PVP whiners we will be once again nerfing a lot of PVE and tanking capabilities.
Nobody really cared about making frost staff a better DPS weapon, it was being used as a back bar tanking weapon just fine.
Sorry but [snip]. A ton of people ... and i mean a lot of people didnt like it and did care. And did want ice staves to be better DPS
My understanding is that it means a change from % based Major/Minor de/buffs to flat value modifiers.Hi there community,
I think we all need more clarification before this comes out (Please stream your detailed intentions to your community)Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
What does this mean essentially? Does it force players who have a 'better' knowledge of the game to limit their playing style by removing some 'unique' sets or skills which give them an advantage, an advantage which they spent time either levelling up and understanding and also sets which they spent time gathering.
JohnOfMarkarth wrote: »TRANSLATION: to satisfy all the PVP whiners we will be once again nerfing a lot of PVE and tanking capabilities.
Nobody really cared about making frost staff a better DPS weapon, it was being used as a back bar tanking weapon just fine.
Sorry but [snip]. A ton of people ... and i mean a lot of people didnt like it and did care. And did want ice staves to be better DPS
It seems like with Frost staves, they were envisioning a way to allow Mag DPS to have some good defense on back bar and NEVER creating an equivalent DPS weapon to fire/shock. But if they remove all defense from ice staves and just make another DPS weapon who will that actually help. Be careful what you wish for.
But I think everyone can agree the proposed changes makes it worse for DPS AND Tank so no one will be using it if this goes through. BTW don't make rude comments to people, next time I'll report it.
My understanding is that it means a change from % based Major/Minor de/buffs to flat value modifiers.
So, for example, Major Sorcery would increase spell damage by +500 instead of +20%.
Of course this is just an assumption on my part, because it was not clarified in the OP. But if you apply Occam's Razor, this is the simplest and most obvious change which would have the effect ZOS has described.
Consider these example values:
- Players with well optimized damage-oriented builds will generally have no less than 3000 spell damage, so currently they are getting at least +600 (or more) SD from Major Sorcery (+20% buff). So receiving a flat +500 instead means that they are effectively nerfed.
- An inexperienced player with green or blue gear, no potion use, and suboptimal choice of sets+enchants will generally have SD in the 1000-2000 range. That means they are currently gaining only +200...+400 SD from Major Sorcery, so if they receive a flat +500 instead they will be significantly buffed.
When it comes to Critical Damage, Critical Chance, and Critical Resist, we’ve started to get a tighter grip on these bonuses in our efficiency standards and have begun sourcing more of them in the game to counter each other. While this naturally balances itself in PvP scenarios, that is not the case in PvE situations; this already powerful stat is slowly creeping up in power with each update and global increase in damage.
You say crit damage/chance/resist is balanced in PVP but it's unbalanced in PVE. (I disagree, by the way, seeing as Malacath beats out crit in no CP pretty handily in most cases.)
Your solution to this is to implement across the board nerfs, thereby unbalancing crit damage/chance/resist in PVP, thus further cementing Malacath as "must have" for PVP?
WTF kind of solution is that? Am I missing something here?
JSlayer211 wrote: »
More importantly for BG teams, add something in to even out the number of nightblades on a team. When you land on a team with 3 NB's, you just know you're doomed and people quit out.
The proc fiesta in PvP (especially NOCP) needs to be adressed ASAP. Sheer Venom, Venomous Smite and skills like snipe destroys any resemblance of fun that PvP has. Literally every encounter in nocp is filled with DoT procs.
Remember when people abused Torugs Pact in Murkmire with single target DoTs proccing enchantments? That got fixed within a few weeks. The current proc sets on live are abused in the same manner and is overperforming in a similar way.
Malacath's band of brutality is also in dire need of nerfs. Has been overperforming since day 1 of Greymoor release.
The 35k+ HP stamt toons (stamdens and stamcros) are also in need for adjustments
JohnOfMarkarth wrote: »TRANSLATION: to satisfy all the PVP whiners we will be once again nerfing a lot of PVE and tanking capabilities.
Nobody really cared about making frost staff a better DPS weapon, it was being used as a back bar tanking weapon just fine.
Sorry but [snip]. A ton of people ... and i mean a lot of people didnt like it and did care. And did want ice staves to be better DPS
It seems like with Frost staves, they were envisioning a way to allow Mag DPS to have some good defense on back bar and NEVER creating an equivalent DPS weapon to fire/shock. But if they remove all defense from ice staves and just make another DPS weapon who will that actually help. Be careful what you wish for.
But I think everyone can agree the proposed changes makes it worse for DPS AND Tank so no one will be using it if this goes through. BTW don't make rude comments to people, next time I'll report it.
ZOS_BrianWheeler wrote: »[...]
When it comes to Critical Damage, Critical Chance, and Critical Resist, we’ve started to get a tighter grip on these bonuses in our efficiency standards and have begun sourcing more of them in the game to counter each other. While this naturally balances itself in PvP scenarios, that is not the case in PvE situations; this already powerful stat is slowly creeping up in power with each update and global increase in damage.
The main cause of this imbalance is the ease of access to gain Critical Chance in our game; we have a large amount of passive Crit enabled from passive abilities (Armor, Champion Points, Base Chance). On top of this, the raw standard of Crit Chance is higher than other DPS stats which results in stacking Crit being incredibly powerful. Due to this, certain classes scale more effectively in group content, resulting in “just stack X” in our end-game meta. While this is somewhat mitigated in PvP with Critical Resistance, we still hear a large number of complaints about the line certain classes teeter on in terms of balance in PvE as a result (either too strong, or we nerf them and they become too weak in other areas).
As such, we have created a new combined stat for Critical Chance which is a combination of Spell and Weapon Crit. This means if you see an item that grants 106 Critical Chance, it’s giving you both Spell and Weapon Crit. With this change, we are adjusting many sources of Critical Chance so they grant the new stat. This also results in fewer effects you need to track on your character. We’re making several other adjustments to individual stat faucets, such as reducing the amount of Critical Chance you can get from Champion Points and lowering the value of the Thief Mundus and Precise trait. We know this is only a small step in the larger picture of combat regarding Criticals, which we plan to continue in U29. We believe these changes will bring about better experiences, from the moment-to-moment combat to formulating your groups for Trials and PvP.
[...]
During this change, we also adjusted buffs/debuffs to bring them more in-line with our standards for item sets and abilities. This was also combined with the overall goals to increase sustain, decrease damage done, and increase damage taken. Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
When it comes to Critical Damage, Critical Chance, and Critical Resist, we’ve started to get a tighter grip on these bonuses in our efficiency standards and have begun sourcing more of them in the game to counter each other. While this naturally balances itself in PvP scenarios, that is not the case in PvE situations; this already powerful stat is slowly creeping up in power with each update and global increase in damage