TheBonesXXX wrote: »StaticWave wrote: »echo2omega wrote: »StaticWave wrote: »There are no cons to malacath other than taking up 1 slot on your build. Assuming an opponent wears 7 impen and has the crit resist cp slottable, their crit resist would sit at 2970, or 46% critical dmg resistance. In order to outperform malacath, you would need at least 50% crit chance and 80% crit damage. That is a lot of crit chance investment for most classes, so it's actually better to just slot on malacath and stack into full weapon/spell dmg/pen.
Malacath needs to be removed from the game, or at least have its damage buff adjusted so that it makes sense to run a crit build.
Here is the thing though.
That player spent resources to get the crit resistance they have. Impen armor traits and slotting a crit resist buff.
Which provide no protection vs Malacath.
So to defend against Malacath they should use a different trait (like reinforced or nirnhined) and/or slot skill to provide additional armor to provide more damage resistance against... damage.
But then that would leave them vulnerable to being critically hit and damaged
So to beat the players who are stacking defence against Malacath I want to stack as much crit chance and crit damage as I can because they are defending against Malacath and not crit hits and damage.
hmmm. Quite a dilemma...
Looks like there is a classic rock paper scissors forming. That's really good for PVP.
It would be rock paper scissors if crit chance wasn't hard to get. In order to reach 50% crit chance on stam for non nb classes, you would need to slot leviathan, use thief mundus, have major savagery, and be in 5 medium. That is a lot of investment just to be able to reach 50% crit chance. It's even more ridiculous when you factor in people who do run impenetrable traits and crit resist cp slottable on their builds. Compared to a malacath build that can use heavy armor, 2 dmg sets, and a dmg mundus, mala is always the more attractive option.
Catcro's say hello.
StaticWave wrote: »TheBonesXXX wrote: »StaticWave wrote: »echo2omega wrote: »StaticWave wrote: »There are no cons to malacath other than taking up 1 slot on your build. Assuming an opponent wears 7 impen and has the crit resist cp slottable, their crit resist would sit at 2970, or 46% critical dmg resistance. In order to outperform malacath, you would need at least 50% crit chance and 80% crit damage. That is a lot of crit chance investment for most classes, so it's actually better to just slot on malacath and stack into full weapon/spell dmg/pen.
Malacath needs to be removed from the game, or at least have its damage buff adjusted so that it makes sense to run a crit build.
Here is the thing though.
That player spent resources to get the crit resistance they have. Impen armor traits and slotting a crit resist buff.
Which provide no protection vs Malacath.
So to defend against Malacath they should use a different trait (like reinforced or nirnhined) and/or slot skill to provide additional armor to provide more damage resistance against... damage.
But then that would leave them vulnerable to being critically hit and damaged
So to beat the players who are stacking defence against Malacath I want to stack as much crit chance and crit damage as I can because they are defending against Malacath and not crit hits and damage.
hmmm. Quite a dilemma...
Looks like there is a classic rock paper scissors forming. That's really good for PVP.
It would be rock paper scissors if crit chance wasn't hard to get. In order to reach 50% crit chance on stam for non nb classes, you would need to slot leviathan, use thief mundus, have major savagery, and be in 5 medium. That is a lot of investment just to be able to reach 50% crit chance. It's even more ridiculous when you factor in people who do run impenetrable traits and crit resist cp slottable on their builds. Compared to a malacath build that can use heavy armor, 2 dmg sets, and a dmg mundus, mala is always the more attractive option.
Catcro's say hello.
1 class and 1 race.
echo2omega wrote: »StaticWave wrote: »There are no cons to malacath other than taking up 1 slot on your build. Assuming an opponent wears 7 impen and has the crit resist cp slottable, their crit resist would sit at 2970, or 46% critical dmg resistance. In order to outperform malacath, you would need at least 50% crit chance and 80% crit damage. That is a lot of crit chance investment for most classes, so it's actually better to just slot on malacath and stack into full weapon/spell dmg/pen.
Malacath needs to be removed from the game, or at least have its damage buff adjusted so that it makes sense to run a crit build.
Here is the thing though.
That player spent resources to get the crit resistance they have. Impen armor traits and slotting a crit resist buff.
Which provide no protection vs Malacath.
So to defend against Malacath they should use a different trait (like reinforced or nirnhined) and/or slot skill to provide additional armor to provide more damage resistance against... damage.
But then that would leave them vulnerable to being critically hit and damaged
So to beat the players who are stacking defence against Malacath I want to stack as much crit chance and crit damage as I can because they are defending against Malacath and not crit hits and damage.
hmmm. Quite a dilemma...
Looks like there is a classic rock paper scissors forming. That's really good for PVP.
master_vanargand wrote: »Malacath's Band of Brutality is essential for PvP game balance.
In the old days, Impenetrable was the king of PvP armor traits.
But there is Malacath's Band of Brutality now.
Which throws away critical damage and increases damage by 25%.
So this is rock-paper-scissors.
Impenetrable is strong against critical build, but weak against Malacath build.
This is a great benefit that expand the possibilities for other armor traits in PvP.
It also has a negative effect, but it's not the fault of Malacath's Band of Brutality.
I's just that the proc damage sets are too strong.
Even in PvE, Relequen in proc damage sets is the king of DPS sets.
From this it is clear that the proc damage sets need to be nerfed.
StarOfElyon wrote: »master_vanargand wrote: »Malacath's Band of Brutality is essential for PvP game balance.
In the old days, Impenetrable was the king of PvP armor traits.
But there is Malacath's Band of Brutality now.
Which throws away critical damage and increases damage by 25%.
So this is rock-paper-scissors.
Impenetrable is strong against critical build, but weak against Malacath build.
This is a great benefit that expand the possibilities for other armor traits in PvP.
It also has a negative effect, but it's not the fault of Malacath's Band of Brutality.
I's just that the proc damage sets are too strong.
Even in PvE, Relequen in proc damage sets is the king of DPS sets.
From this it is clear that the proc damage sets need to be nerfed.
I'm reposting my thoughts about Malacath from another thread. I'm not happy with it as it is now.
Repost:
I've been reluctant to say this for a while - maybe Malacath should only offer a flat 300 weapon and spell damage bonus.
It will become a great item for those who simply want a 1 piece set to go with a missing 5-piece or a missing monster set.
I'm one of those people because I prefer stats to procs.
/Repost.
I think this would immediately solve all of our problems with Malacath and still make it viable and versatile.
Mr_Gallows wrote: »StarOfElyon wrote: »master_vanargand wrote: »Malacath's Band of Brutality is essential for PvP game balance.
In the old days, Impenetrable was the king of PvP armor traits.
But there is Malacath's Band of Brutality now.
Which throws away critical damage and increases damage by 25%.
So this is rock-paper-scissors.
Impenetrable is strong against critical build, but weak against Malacath build.
This is a great benefit that expand the possibilities for other armor traits in PvP.
It also has a negative effect, but it's not the fault of Malacath's Band of Brutality.
I's just that the proc damage sets are too strong.
Even in PvE, Relequen in proc damage sets is the king of DPS sets.
From this it is clear that the proc damage sets need to be nerfed.
I'm reposting my thoughts about Malacath from another thread. I'm not happy with it as it is now.
Repost:
I've been reluctant to say this for a while - maybe Malacath should only offer a flat 300 weapon and spell damage bonus.
It will become a great item for those who simply want a 1 piece set to go with a missing 5-piece or a missing monster set.
I'm one of those people because I prefer stats to procs.
/Repost.
I think this would immediately solve all of our problems with Malacath and still make it viable and versatile.
Well they need to redo the entire game along those lines... it's like they fix poor balance with even worse balance. They need to go back to scratch for PvP. The game has some great base mechanics but PvP balance needs a complete make over.
TheEndBringer wrote: »My comment from the other malacath post:
My issue with malacath isn't the damage increase, even though it's substantial. It's that ZOS continues to not address the tank meta, where someone doesn't have to sacrifice damage for high survivability.
If a glass cannon wants to wear malacath as is, go for it. But someone with 32k+ health, 32k+ resistances and decked out in heavy armor shouldn't hit hard than a light armor mag toon with 45k magicka or a stamblade with 8k damage and 15k pen.
The heavy armor tree should ditch the mag weakness and institute a significant damage nerf per piece.
TheEndBringer wrote: »My comment from the other malacath post:
My issue with malacath isn't the damage increase, even though it's substantial. It's that ZOS continues to not address the tank meta, where someone doesn't have to sacrifice damage for high survivability.
If a glass cannon wants to wear malacath as is, go for it. But someone with 32k+ health, 32k+ resistances and decked out in heavy armor shouldn't hit hard than a light armor mag toon with 45k magicka or a stamblade with 8k damage and 15k pen.
The heavy armor tree should ditch the mag weakness and institute a significant damage nerf per piece.
master_vanargand wrote: »Malacath's Band of Brutality is essential for PvP game balance.
In the old days, Impenetrable was the king of PvP armor traits.
But there is Malacath's Band of Brutality now.
Which throws away critical damage and increases damage by 25%.
So this is rock-paper-scissors.
Impenetrable is strong against critical build, but weak against Malacath build.
This is a great benefit that expand the possibilities for other armor traits in PvP.
It also has a negative effect, but it's not the fault of Malacath's Band of Brutality.
I's just that the proc damage sets are too strong.
Even in PvE, Relequen in proc damage sets is the king of DPS sets.
From this it is clear that the proc damage sets need to be nerfed.
It should be the same percentage as major berserk. 10% increased damage. They fixed all major and minor debuffs, and kept malacath behind a pay wall. Once the new chapter is out they’ll nerf it.
orion_1981usub17_ESO wrote: »Mythic Items were a terrible idea and should have never made it anywhere into the game. Malacath, pale order, wild hunt, drastically change the actual mechanics of the game. It boogles the mind of why they would do this but more importantly in upsets the balance of PVP more than any other bonuses or procs. I wish ZOS realizes their mistake about using single set items that change the inherent core mechanics of the game and keep them out of pvp where they tempt people into using cancerous builds
YandereGirlfriend wrote: »Supposedly there are actual numbers on how Malacath has been tweaked for the upcoming patch.
Without being too specific, the bonus damage has been reduced but you are allowed to Crit again, albeit with a reduced rate versus a non-wearer.
Urzigurumash wrote: »TheEndBringer wrote: »My comment from the other malacath post:
My issue with malacath isn't the damage increase, even though it's substantial. It's that ZOS continues to not address the tank meta, where someone doesn't have to sacrifice damage for high survivability.
If a glass cannon wants to wear malacath as is, go for it. But someone with 32k+ health, 32k+ resistances and decked out in heavy armor shouldn't hit hard than a light armor mag toon with 45k magicka or a stamblade with 8k damage and 15k pen.
The heavy armor tree should ditch the mag weakness and institute a significant damage nerf per piece.
Sorry man, this is incoherent when there's offensive stat scaled healing. There is no trinity here.
You think Heavy needs a nerf to damage done? Medium and Light need a nerf to healing received, and then the offensive stat scaled healing wouldn't break this imagined trinity of tank-healer-dd that seems so dear to some.
It's also broadly false that you can hit as hard in Malacath as you can without it. On the high end of damage, it's not possible.
TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »My comment from the other malacath post:
My issue with malacath isn't the damage increase, even though it's substantial. It's that ZOS continues to not address the tank meta, where someone doesn't have to sacrifice damage for high survivability.
If a glass cannon wants to wear malacath as is, go for it. But someone with 32k+ health, 32k+ resistances and decked out in heavy armor shouldn't hit hard than a light armor mag toon with 45k magicka or a stamblade with 8k damage and 15k pen.
The heavy armor tree should ditch the mag weakness and institute a significant damage nerf per piece.
Sorry man, this is incoherent when there's offensive stat scaled healing. There is no trinity here.
You think Heavy needs a nerf to damage done? Medium and Light need a nerf to healing received, and then the offensive stat scaled healing wouldn't break this imagined trinity of tank-healer-dd that seems so dear to some.
It's also broadly false that you can hit as hard in Malacath as you can without it. On the high end of damage, it's not possible.
Sorry, bud, but non tanks already lose out. I'm not walking around with 40k resistances so I never fall below soft cap. Or have 4k health regen. A tank shouldn't get to be both a tank AND a killer. Tanks serve a very real purpose in pvp but they're currently also able to smoke dedicated damage dealers.
I respect your opinion but c'mon.
Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »My comment from the other malacath post:
My issue with malacath isn't the damage increase, even though it's substantial. It's that ZOS continues to not address the tank meta, where someone doesn't have to sacrifice damage for high survivability.
If a glass cannon wants to wear malacath as is, go for it. But someone with 32k+ health, 32k+ resistances and decked out in heavy armor shouldn't hit hard than a light armor mag toon with 45k magicka or a stamblade with 8k damage and 15k pen.
The heavy armor tree should ditch the mag weakness and institute a significant damage nerf per piece.
Sorry man, this is incoherent when there's offensive stat scaled healing. There is no trinity here.
You think Heavy needs a nerf to damage done? Medium and Light need a nerf to healing received, and then the offensive stat scaled healing wouldn't break this imagined trinity of tank-healer-dd that seems so dear to some.
It's also broadly false that you can hit as hard in Malacath as you can without it. On the high end of damage, it's not possible.
Sorry, bud, but non tanks already lose out. I'm not walking around with 40k resistances so I never fall below soft cap. Or have 4k health regen. A tank shouldn't get to be both a tank AND a killer. Tanks serve a very real purpose in pvp but they're currently also able to smoke dedicated damage dealers.
I respect your opinion but c'mon.
Yeah I understand that, but Heavy Armor isn't the only thing that makes a tank a tank. Your average PvP "DD" has plenty in common with a PvE Tank - i.e., they have stuns and snares slotted, multiple self-heals, max health foods, resistance buffs, Tri-Pots, etc.
There's already less buffs to damage in Heavy, and less buffs to Healing Received in Medium/Light. I think the Armor passives should stay as is for now, with all of these other changes.
Also I'm an Orc DK, so it's unlikely I'll ever relent on my rejection of the idea that Heavy Armor = Tank = 100% Defensive role.
TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »My comment from the other malacath post:
My issue with malacath isn't the damage increase, even though it's substantial. It's that ZOS continues to not address the tank meta, where someone doesn't have to sacrifice damage for high survivability.
If a glass cannon wants to wear malacath as is, go for it. But someone with 32k+ health, 32k+ resistances and decked out in heavy armor shouldn't hit hard than a light armor mag toon with 45k magicka or a stamblade with 8k damage and 15k pen.
The heavy armor tree should ditch the mag weakness and institute a significant damage nerf per piece.
Sorry man, this is incoherent when there's offensive stat scaled healing. There is no trinity here.
You think Heavy needs a nerf to damage done? Medium and Light need a nerf to healing received, and then the offensive stat scaled healing wouldn't break this imagined trinity of tank-healer-dd that seems so dear to some.
It's also broadly false that you can hit as hard in Malacath as you can without it. On the high end of damage, it's not possible.
Sorry, bud, but non tanks already lose out. I'm not walking around with 40k resistances so I never fall below soft cap. Or have 4k health regen. A tank shouldn't get to be both a tank AND a killer. Tanks serve a very real purpose in pvp but they're currently also able to smoke dedicated damage dealers.
I respect your opinion but c'mon.
Yeah I understand that, but Heavy Armor isn't the only thing that makes a tank a tank. Your average PvP "DD" has plenty in common with a PvE Tank - i.e., they have stuns and snares slotted, multiple self-heals, max health foods, resistance buffs, Tri-Pots, etc.
There's already less buffs to damage in Heavy, and less buffs to Healing Received in Medium/Light. I think the Armor passives should stay as is for now, with all of these other changes.
Also I'm an Orc DK, so it's unlikely I'll ever relent on my rejection of the idea that Heavy Armor = Tank = 100% Defensive role.
Then run medium. Heavy armor sets are clearly meant for tanks save some weirdo sets like rattle age.
Running bee keeper, fortified, and endurance should make you a tank, not an immortal dps.
TheEndBringer wrote: »Then run medium. Heavy armor sets are clearly meant for tanks save some weirdo sets like rattle age.
TheEndBringer wrote: »Running bee keeper, fortified, and endurance should make you a tank, not an immortal dps.
StarOfElyon wrote: »I understand the power fantasy. I tried making a battle mage in heavy armor. But there has to be a tradeoff. Damage for survivability.
Urzigurumash wrote: »TheEndBringer wrote: »Then run medium. Heavy armor sets are clearly meant for tanks save some weirdo sets like rattle age.
The eternal quest for balance often leads to homogenization.TheEndBringer wrote: »Running bee keeper, fortified, and endurance should make you a tank, not an immortal dps.
Those aren't the only heavy sets in the game, and obviously nobody is running Beekeeper or Endurance anytime soon after this next patch. Plenty of light armor characters have been using Pariah Jewels and Weapons for years, what of that?StarOfElyon wrote: »I understand the power fantasy. I tried making a battle mage in heavy armor. But there has to be a tradeoff. Damage for survivability.
It's not just a two-dimensional axis, there is also mobility and sustain, at least.
TheEndBringer wrote: »I have zero issue with someone wearing a defense set on their weapons and jewelry because they aren't getting huge resistance numbers from heavy armor and heavy armor passives.
Urzigurumash wrote: »TheEndBringer wrote: »My comment from the other malacath post:
My issue with malacath isn't the damage increase, even though it's substantial. It's that ZOS continues to not address the tank meta, where someone doesn't have to sacrifice damage for high survivability.
If a glass cannon wants to wear malacath as is, go for it. But someone with 32k+ health, 32k+ resistances and decked out in heavy armor shouldn't hit hard than a light armor mag toon with 45k magicka or a stamblade with 8k damage and 15k pen.
The heavy armor tree should ditch the mag weakness and institute a significant damage nerf per piece.
Sorry man, this is incoherent when there's offensive stat scaled healing. There is no trinity here.
You think Heavy needs a nerf to damage done? Medium and Light need a nerf to healing received, and then the offensive stat scaled healing wouldn't break this imagined trinity of tank-healer-dd that seems so dear to some.
It's also broadly false that you can hit as hard in Malacath as you can without it. On the high end of damage, it's not possible.
oscarovegren wrote: »Yes it is possible man! Malacath procbuilds widely outperforms statbuilds in terms of damage. Play a BG and you will see that mala procbuilds deals the most damage by far