WrathOfInnos wrote: »They want us to focus less on stacking critical chance.... funny thing is, all the nerf did was guarantee that we have to stack critical chance more than ever to make up for the loss lol. Spell/Weapon Damage gets buffed by simmering frenzy anyway. If they want to fix this issue they need to make crit less valuable, aka reduce base critical damage.
There are better ways to make people not build into crit without nerfing. Watch this. "Brittle is now affecting target's damage taken from non critical damage instead of critical damage" and what should have been done instead of nerfing crit. In addition they should buff all the weapon/spell damage set bonuses by 3.3%, while bonuses of max resources by 30% to account for the diminishing returns and no CP +20%, and buff us only 300 spell damage instead of 1000. It would still nerf damage a tiny bit like it did while ensuring crit is less valuable.
Agreed, set bonuses could use some adjustments. I’d recommend going with 150 as a standard weapon/spell damage. This is still slightly weaker than 3% crit in optimized groups, but would perform slightly better in solo content (no crit ding or spell dmg buffs). This would also shift a 5pc like Juli/Hundings to 350. Max Mag/Stam should be 1500, which would stay weaker than Weapon/Spell Dmg because it also has sustain and shield benefits, but with a narrower gap. In this case max resource sets could give 3500 on the 5pc.
These same ratios should also be used to make max resource and weapon/spell damage mundus stones closer to Thief/Shadow.
nesakinter wrote: »WrathOfInnos wrote: »They want us to focus less on stacking critical chance.... funny thing is, all the nerf did was guarantee that we have to stack critical chance more than ever to make up for the loss lol. Spell/Weapon Damage gets buffed by simmering frenzy anyway. If they want to fix this issue they need to make crit less valuable, aka reduce base critical damage.
There are better ways to make people not build into crit without nerfing. Watch this. "Brittle is now affecting target's damage taken from non critical damage instead of critical damage" and what should have been done instead of nerfing crit. In addition they should buff all the weapon/spell damage set bonuses by 3.3%, while bonuses of max resources by 30% to account for the diminishing returns and no CP +20%, and buff us only 300 spell damage instead of 1000. It would still nerf damage a tiny bit like it did while ensuring crit is less valuable.
Agreed, set bonuses could use some adjustments. I’d recommend going with 150 as a standard weapon/spell damage. This is still slightly weaker than 3% crit in optimized groups, but would perform slightly better in solo content (no crit ding or spell dmg buffs). This would also shift a 5pc like Juli/Hundings to 350. Max Mag/Stam should be 1500, which would stay weaker than Weapon/Spell Dmg because it also has sustain and shield benefits, but with a narrower gap. In this case max resource sets could give 3500 on the 5pc.
These same ratios should also be used to make max resource and weapon/spell damage mundus stones closer to Thief/Shadow.
@WrathOfInnos While it is a great idea for PvE in mind, it will be the last nail of crit builds in PvP after Malacath. Already due to crit resists, crit chance is considered the worst of all set bonuses for PvP, which is what indirectly led to the Malacath debacle. The only class race combination that can pull off competitive crit builds are Khajiit Nightblades. Even for these builds, Acuity is preferred due to its window of burst over RNG crit builds and crit chance set bonuses are wasted on Acuity builds.