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?
An alternative could have been to remove the passive crit resist that we got in Greymoor and reduce our base critical damage stat by the same amount. That would have zero effect on PVP while reducing the effectiveness on criticals in PVE (and would indirectly reduce the effectiveness of stacking crit chance). I'm not saying that I'd prefer that over what we currently have, but it would be a logical approach.
Why is this necessarily bad? Yea, enemies don't have crit resist. They don't do crit damage to us. So what? Enemies in PvE also have hundreds of millions of health, which we don't see in PvP.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 had better tread carefully, lest you forget that on the PvE side of things, there's content creep to go along with that power creep. Dungeon bosses with 20M health, trials bosses with 276M health, bosses with light attacks that can 1-shot tanks, etc.This was also combined with the overall goals to [...] decrease damage done, and increase damage taken.
Onefrkncrzypope wrote: »
In PVP, stam toons are all running Malacath. Mag toons are too, but to a lesser extent because mag proc sets aren't as ubiquitous. Thus in PVP, I think it's safe to say that mag will feel this nerf more than stam will.
It'll be the worst for the few people left who main Magblades (of which I am one) but we're used to being at the bottom of the barrel by now.
Onefrkncrzypope wrote: »
In PVP, stam toons are all running Malacath. Mag toons are too, but to a lesser extent because mag proc sets aren't as ubiquitous. Thus in PVP, I think it's safe to say that mag will feel this nerf more than stam will.
It'll be the worst for the few people left who main Magblades (of which I am one) but we're used to being at the bottom of the barrel by now.
Canned_Apples wrote: »I wish these devs @ZOS_BrianWheeler would stop actively destroying this game.
This game isn't difficult to master but they are still removing any/all skill this game requires.
Why do you @ZOS_BrianWheeler and @ZOS_Gilliam refuse to listen to feedback? We do not want a proc based game.
You might as well remove manual block and dodge and set it so that it works like early 2000 mmos...that's were this game seems to be heading.
So new minor/major will have fixed values instead of %?
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?
An alternative could have been to remove the passive crit resist that we got in Greymoor and reduce our base critical damage stat by the same amount. That would have zero effect on PVP while reducing the effectiveness on criticals in PVE (and would indirectly reduce the effectiveness of stacking crit chance). I'm not saying that I'd prefer that over what we currently have, but it would be a logical approach.
Crit damage and crit resist doesn't scale the same way so they couldn't really just remove the same amount from both sides.
ZOS_BrianWheeler wrote: »Today, we’d like to present to you what the Combat team has been focused on for Update 28! As always, please be aware these are just the current proposed adjustments and are subject to change during the upcoming PTS cycle. On top of a substantial amount of new item sets coming with this patch, the team has been focused on making the Major/Minor system more performant, as well as some adjustments to Frost staff and Critical calculations.
First off, let’s talk about the Major/Minor system. Originally, buffs and debuffs were designed as standard abilities, meaning they had to go through the same calculations as all abilities. As we have been moving towards making combat more performant, we identified this as a key area where we could get better performance due to how prevalent buffs/debuffs are in battles. As such, we’re shifting the buffs/debuffs system so they are calculated on the server much in the same way as Sprint and Block. With Major/Minor effects no longer being standard abilities, they will be more performant per calculation as they won’t go through the same process as other abilities do in a fight. This “hardcoding” of Majors/Minors will also make them less prone to incorrect stacking and mismatched values.
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.
For Frost Staff changes, we looked at the prior goals where Magicka users could tank in PvE and PvP scenarios. We found that many of the tools provided by Frost Staff abilities either did not hold up to other tanking abilities, or directly conflicted with other Destruction Staff abilities and created some pain points in dungeons. This, in turn, led us down the path to give the Frost Staff greater viability for doing things other than tanking. The end result was a focus on two changes: Give Frost Staff users more flexibility to fill the role of a tank, and also give Frost Staff users the opportunity to better fill the roles of support or DPS.
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.
Lastly, as a little bonus not mentioned in the beginning of this post, let’s talk about Battleground queues. Over the past several updates, we’ve been running a test where the only available queue is the Solo queue. While we have seen Battleground participation fluctuate from update to update, we’ve not seen a considerable change in overall population.
KingShocker wrote: »I wonder if dual wielding daggers on a mag build will be viable since crit will be universal. i kinda missed the old spell blade meta.
NeillMcAttack wrote: »First off I want to say that it must be a nightmare for the devs to constantly hear that game balance lacks direction, and then get slated when clear directions begin to materialise. Big ooof!
My take on the overall Meta in PvP I will hold judgement toward after we begin to see how the re-addition of grp BG’s starts to define the meta, as I predict these powerful Proc dots will see less efficiency in a group PvP environment where one purge every ten seconds can simply remove a players 5 piece bonus or both 5 piece bonuses. Where the player is then left with weak heals and low sustain.
I mostly want to talk about crit in PvP, and note I am strictly talking about No-CP. Yes, crit builds are strong on the offence, and when the crit build has the initiative, but I disagree that crit in PvP is balanced. For example, if I wear some crit gear, let’s say two sets, making 4 pieces, in medium armor, I end up with less than 50% crit. Add 2 precise daggers and I may get to 60% crit.
If I have no-crit on my gear, and use sharpened swords, in heavy armor, I will still have close to 20% crit. This is not balanced, I am only getting 40% increases chance. But look at the trade off, the amount of health, weapon damage, sustain, I could be getting, far outways building for crit.
People in heavy armor, with malacath guaranteeing 25% increased damage on all attacks, or a 60% chance to deal an extra 40% damage (at the most) where the crit build lacks penetration, health or raw damage/stats. How is this even close to balanced. What is more imbalanced is malacath band wearers still receive the 20%chance at a crit heal, in a build with more healing received. This is not balanced.
I would suggest removing base crit chance completely and buffing crit chance wherever it appears on gear. But I guess this may result in even less variation in PvE as it will be crit chance or go home. Perhaps we could look at tweaking the formula for Max Stat as damage also to find balance in that area. Whereas at the moment it is something like 10% or your max stat is equal to weapon/spell damage, maybe increase this and reward building for stats as an almost equivalent to building for crit chance....
I´m not sure if the right thread to bring this up, but the overuse (borderline abuse at this point) of proc-sets in PvP, especially NOCP, needs to come to an end. Every given fight in NOCP is filled with multiple stacks of poison injection, sheer venom, venomous smite and Syvarra´s Scale (which is bugged and functions in a way that´s not intended). I´ve started to see magicka builds running sheer venom and venomous smite due to how overperforming they´re.
All these sets takes no effort to utilize and is almost on the same level of abusiveness as the "Torug´s Pact enchant meta" back in Murkmire. These DoT procs are making PvP incredibly unfun and ruins the PvP experience more than the horrendous lag at this point.
Something needs to be done asap. Either make the proc conditions much, much harder to achieve or make it so that you can´t have more than one stack of Sheer Venom, Venomous Smite and Syvarra´s Scale (and all other DoT procs as well) on you at the same time.
I feel they need to be clear and precise in the intended changes than posting ambiguity statements.
It really sounds like they're nerfing crit to the point where malacath + proc sets is gonna be the only way to go. With this, they're essentially killing two birds with one stone.
1. raising the skill floor and lowering the skill ceiling for pvp
2. Making the p2w ring like malacath even more p2w.
Honestly at this point, I'm fine with doing away with every damage proc set in the game. Flat stat sets like spriggans or new moon would actually lower the amount of calculations needed inside of cyrodil.
It really sounds like they're nerfing crit to the point where malacath + proc sets is gonna be the only way to go. With this, they're essentially killing two birds with one stone.
1. raising the skill floor and lowering the skill ceiling for pvp
2. Making the p2w ring like malacath even more p2w.
Honestly at this point, I'm fine with doing away with every damage proc set in the game. Flat stat sets like spriggans or new moon would actually lower the amount of calculations needed inside of cyrodil.
I agree with your first point, making PvP a non-crit environment is just stupid. For your second point, you don't seem to understand what Pay-to-Win means. Must you own Greymoor to get the ring? Yes. That's $16-40+ dollars for access to that ring, but that's not the intended purpose of purchasing that content. Once you own Greymoor, you must then level Scrying and find all the pieces of Malacath and then you finally own it. That is not pay to win. That is buying an expansion, experiencing the content, and using that content in the game. Pay-to-win would be if they put the ring on the crown store and that was the only convenient way to get it lest you invested dozens if not hundreds of hours into something.
ZOS_BrianWheeler wrote: »Today, we’d like to present to you what the Combat team has been focused on for Update 28! As always, please be aware these are just the current proposed adjustments and are subject to change during the upcoming PTS cycle. On top of a substantial amount of new item sets coming with this patch, the team has been focused on making the Major/Minor system more performant, as well as some adjustments to Frost staff and Critical calculations.
First off, let’s talk about the Major/Minor system. Originally, buffs and debuffs were designed as standard abilities, meaning they had to go through the same calculations as all abilities. As we have been moving towards making combat more performant, we identified this as a key area where we could get better performance due to how prevalent buffs/debuffs are in battles. As such, we’re shifting the buffs/debuffs system so they are calculated on the server much in the same way as Sprint and Block. With Major/Minor effects no longer being standard abilities, they will be more performant per calculation as they won’t go through the same process as other abilities do in a fight. This “hardcoding” of Majors/Minors will also make them less prone to incorrect stacking and mismatched values.
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.
For Frost Staff changes, we looked at the prior goals where Magicka users could tank in PvE and PvP scenarios. We found that many of the tools provided by Frost Staff abilities either did not hold up to other tanking abilities, or directly conflicted with other Destruction Staff abilities and created some pain points in dungeons. This, in turn, led us down the path to give the Frost Staff greater viability for doing things other than tanking. The end result was a focus on two changes: Give Frost Staff users more flexibility to fill the role of a tank, and also give Frost Staff users the opportunity to better fill the roles of support or DPS.
A good example of this is the following upcoming adjustments to Wall of Frost/Flame/Shock:In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench, and will taunt the enemy for 15 seconds. We believe these changes, along with several others in the Destruction skill line, will help bring some parity between the three damage options for staff users and give greater flexibility to that weapon choice.
- Lowering the damage done by Wall of Frost compared to Wall of Flame and Shock
- Removing Snare from Wall of Frost
- Casting Wall of Frost will create a Damage shield on you and up to 5 other nearby group members that absorbs projectiles
- Unstable Wall of Frost will apply a weaker version of the Damage Shield when the ability ends
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.
Lastly, as a little bonus not mentioned in the beginning of this post, let’s talk about Battleground queues. Over the past several updates, we’ve been running a test where the only available queue is the Solo queue. While we have seen Battleground participation fluctuate from update to update, we’ve not seen a considerable change in overall population.
We also have heard you loud and clear that playing with your friends in a Battleground is sorely missed, and we are going to test re-introducing the Group queue with Update 28. This means there will still be a Solo option, where you only fight players who queued as solo, and we will also be adding in a Group queue option! However, the Group option has a twist: you don’t have to be in a group to queue for it. You can be solo, duo, trio or have a full group of 4 and join the Group queue. When you do, be aware that you will be at the mercy of other players joining as pre-made groups as well. Due to this change in our Battleground queue options, we will be limiting the queue choices to just these two. You will also no longer be able to choose a game type; this is to reduce the risk of further splintering the queue on top of the Group or Solo options. We look forward to seeing you all back in groups in the Battlegrounds, and we will continue to monitor the feedback and participation after this change goes up with U28.
Thank you all for reading this preview and update! We look forward to having everyone playtest these changes and on the PTS and reading your feedback when it launches.
Starlight_Whisper wrote: »😢 going to need more space to farm frost staves for support.
Integral1900 wrote: »How come combining critical never happened, my templar just has spell crit?
Integral1900 wrote: »How come combining critical never happened, my templar just has spell crit?