FangOfTheTwoMoons wrote: »Honestly Mag has had it too good for too long in PVE.
IT'S TIME FOR STAM TO RISE UP!
Ignoring the simple reason that damage reduction happened to reduce damage so finding other way to get damage back is quite pointless let me just end this with:
There are other ranged weapons than destruction staff.
llBlack_Heartll wrote: »Ignoring the simple reason that damage reduction happened to reduce damage so finding other way to get damage back is quite pointless let me just end this with:
There are other ranged weapons than destruction staff.
Yes there are other ranged weapons, but no other weapons are hinged on LA damage like Maelstrom staves are, nerfing damage via light attacks nerf Magicka way more than Stam, so it’s not a balanced nerf.
llBlack_Heartll wrote: »Ignoring the simple reason that damage reduction happened to reduce damage so finding other way to get damage back is quite pointless let me just end this with:
There are other ranged weapons than destruction staff.
Yes there are other ranged weapons, but no other weapons are hinged on LA damage like Maelstrom staves are, nerfing damage via light attacks nerf Magicka way more than Stam, so it’s not a balanced nerf.
Light attack damage = X reduced by 10% this PTS
VMA staff = Y damage added to X
Bow passives = increased damage of X by up to 37%
Do I have to explain more?
llBlack_Heartll wrote: »llBlack_Heartll wrote: »Ignoring the simple reason that damage reduction happened to reduce damage so finding other way to get damage back is quite pointless let me just end this with:
There are other ranged weapons than destruction staff.
Yes there are other ranged weapons, but no other weapons are hinged on LA damage like Maelstrom staves are, nerfing damage via light attacks nerf Magicka way more than Stam, so it’s not a balanced nerf.
Light attack damage = X reduced by 10% this PTS
VMA staff = Y damage added to X
Bow passives = increased damage of X by up to 37%
Do I have to explain more?
Unless you are double baring your bow, you never get the full stacks and once you swap bars you don’t get the bonus to LA damage, it’s not hinged on it that passive for damage put out.
It helps a very min amount.
llBlack_Heartll wrote: »I'm surprised no one has mentioned or talked about this this.
Should the Maelstrom Staves receive a buff to make up from the 10% loss to light attack damage?
llBlack_Heartll wrote: »I'm surprised no one has mentioned or talked about this this.
Should the Maelstrom Staves receive a buff to make up from the 10% loss to light attack damage?
They nerfed la for a reason, why would they undo it by buffing Maelstrom staff lol.
Haven't you noticed that mag is op and 99% of endgame pve groups running mag only. All the content, inc arenas, dungeons, trials favor mag builds and are way easier. If anything they should nerf mag more to make stam also viable.
llBlack_Heartll wrote: »I'm surprised no one has mentioned or talked about this this.
Should the Maelstrom Staves receive a buff to make up from the 10% loss to light attack damage?
They nerfed la for a reason, why would they undo it by buffing Maelstrom staff lol.
Haven't you noticed that mag is op and 99% of endgame pve groups running mag only. All the content, inc arenas, dungeons, trials favor mag builds and are way easier. If anything they should nerf mag more to make stam also viable.
I half agree but damage is not the reason 99% of endgame dps are mag. Why nerf mag dps when it's already lower than stams. Why not buff stams in other areas such as survivability and other areas that make them less desirable but nerfing mag damage isn't going to solve anything.
FangOfTheTwoMoons wrote: »Honestly Mag has had it too good for too long in PVE.
IT'S TIME FOR STAM TO RISE UP!
VoidCommander wrote: »All these people saying that magdps is too strong clearly don’t know about the stamplar build pulling over 95k with nothing but jabs, dawnbreaker, and beast trap
Olupajmibanan wrote: »VoidCommander wrote: »All these people saying that magdps is too strong clearly don’t know about the stamplar build pulling over 95k with nothing but jabs, dawnbreaker, and beast trap
The less dots you have, the more mechanically skilled you have to be in order to achieve good results. When your rotation consists of nothing but spammable you can't afford to lose even 0,1s between each one. Yeah, I know that all the top pulling stamplars have macros for that but not everybody uses these.
VoidCommander wrote: »Olupajmibanan wrote: »VoidCommander wrote: »All these people saying that magdps is too strong clearly don’t know about the stamplar build pulling over 95k with nothing but jabs, dawnbreaker, and beast trap
The less dots you have, the more mechanically skilled you have to be in order to achieve good results. When your rotation consists of nothing but spammable you can't afford to lose even 0,1s between each one. Yeah, I know that all the top pulling stamplars have macros for that but not everybody uses these.
You’re saying using one spammable with one dot MORE difficult than managing 4-5 dots, a 6 second cooldown ability, plus the exact same spammable? Bro have you ever done a parse before? Using the same mechanics for the traditional setup I get 70-75k on my characters. Using the jabs-aholic build I get well over 95k. Its not a technique thing, its just more dps for a fraction of the effort.
VoidCommander wrote: »They are deliberately nerfing the maelstrom weapons to make the shiny new dlc arena staves look better. They even gave it a fat buff today by making it aoe and scaling in damage to sweeten the pot since no one looked interested in using it.
VoidCommander wrote: »All these people saying that magdps is too strong clearly don’t know about the stamplar build pulling over 95k with nothing but jabs, dawnbreaker, and beast trap
VoidCommander wrote: »All these people saying that magdps is too strong clearly don’t know about the stamplar build pulling over 95k with nothing but jabs, dawnbreaker, and beast trap
Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards.
All Light, Medium, and Heavy Attacks now have a 700ms cooldown unique to their weapon configuration (Dual Wield, One Hand and Shield, etc.) rather than varying amounts between 500ms and 1 second. Cast times of Heavy Attacks have been increased or decreased to ensure their total Cast Time + Cooldown remains the same at this time.
All Light, Medium, and Heavy Attacks now dynamically scale with your highest offensive stats.
Removed the 200ms delay on Lightning and Restoration Staff Heavy Attacks, preventing some weird hiccups or stutters they could encounter.