Oreyn_Bearclaw wrote: »I am not saying you are wrong in your analysis, but considering that meta DPS sets are essentially unchanged, and all we really had to do was swap a mundus stone for a 5-7% DPS, loss, I am just not too fussed about it.
They wanted to nerf damage at the higher end of things, they accomplished it. Target Dummy DPS on magcro and and mag sorc for me went from like 101k to 96k, and I bet I can close that gap (havent parsed much this patch).
While I certainly havent run all PVE content since the patch, I frankly feel stronger than I did last patch even if my damage is slightly lower. More health and more regen are really nice. In PVP, I never built for crit anyway.
You can only nerf crit so much before everyone gives up on it and runs Malacath. The 20% baseline critical resistance in PvP and the versatility of needing only one item for 25% extra damage as opposed to two full critical sets is what first made Malacath overtake critical builds there, a 25% base critical damage reduction would have the same effect as implementing 25% critical resistance in PvE. Nerfing critical damage and buffing Shadow when it's already the default choice would just make other Mundus stones even less of an option. The issue is that ZOS recently reduced critical chance but added too many sources of critical damage to the game; Axes for 8%, Major Force buffed from 15 to 20%, Khajiit buffed from 10% to 12%, Minor Brittle for 10%, Fighting Finesse for 10% and Backstabber for 15%, of which the last two combined give as much as 100 points to Elfborn under the old system. If anything, Shadow needs a nerf to make running two critical sets less appealing, along with other tweaks to critical damage, as the prevalence of critical damage sources and lack of critical chance renders critical chance more necessary than ever.
MindOfTheSwarm wrote: »Nerfing Crit chance even further was a bad move in my opinion. It will just make stacking Crit Chance even more important as a result and have the reverse intended role of pushing players to play non Crit builds. In my opinion, if ZoS wants to nerf Crit builds then it is not chance that needs nerfing but damage. I propose the following:
Nerf Crit Damage by 25% baseline.
Buff Shadow Mundus by 7%.
Buff Crit Chance to what it was.
Buff Base Damage modifiers.
Why?
By nerfing it to 25% then non-crit builds would not be losing out too much especially if they equipped Malacath. However, focused Crit builds would benefit and would not be the go to build unless heavily invested in. In essence a Crit build would only be losing a total of 18% or even less if going Divines. This would pull them down closer to non-crit builds.
In summary a Crit build would get consistent Crits but not deal as much damage as they did before.
The problem with nerfing Crit Chance is that many builds cannot benefit from sets that boost their base damage as now basically you need to go full Crit Chance sets to get results. This in turn makes a lot of non-crit sets redundant. This is an issue as due to the fact that the Crit Damage is too good to pass up, everyone will now go for as much Crit Chance as possible. Making non-crit sets essentially useless for PVE.
By nerfing Damage instead of Chance you allow for other sets to be used, letting players settle for slightly less Crit Damage for more uptime and consistent results. While those looking for maximum Crit Damage can still do so.
The reason Crit is meta is due to 50% baseline damage. Not Crit Chance.
Thoughts?
BXR_Lonestar wrote: »MindOfTheSwarm wrote: »Nerfing Crit chance even further was a bad move in my opinion. It will just make stacking Crit Chance even more important as a result and have the reverse intended role of pushing players to play non Crit builds. In my opinion, if ZoS wants to nerf Crit builds then it is not chance that needs nerfing but damage. I propose the following:
Nerf Crit Damage by 25% baseline.
Buff Shadow Mundus by 7%.
Buff Crit Chance to what it was.
Buff Base Damage modifiers.
Why?
By nerfing it to 25% then non-crit builds would not be losing out too much especially if they equipped Malacath. However, focused Crit builds would benefit and would not be the go to build unless heavily invested in. In essence a Crit build would only be losing a total of 18% or even less if going Divines. This would pull them down closer to non-crit builds.
In summary a Crit build would get consistent Crits but not deal as much damage as they did before.
The problem with nerfing Crit Chance is that many builds cannot benefit from sets that boost their base damage as now basically you need to go full Crit Chance sets to get results. This in turn makes a lot of non-crit sets redundant. This is an issue as due to the fact that the Crit Damage is too good to pass up, everyone will now go for as much Crit Chance as possible. Making non-crit sets essentially useless for PVE.
By nerfing Damage instead of Chance you allow for other sets to be used, letting players settle for slightly less Crit Damage for more uptime and consistent results. While those looking for maximum Crit Damage can still do so.
The reason Crit is meta is due to 50% baseline damage. Not Crit Chance.
Thoughts?
I think nerfing the crit chance was actually probably the right way to go, but I don't think they really went far enough to make the changes that they wanted to make actually work. What they wanted to do was bring crit builds more in line with raw power builds in terms of average damage output. There are two ways that they could do this - reduce crit chance and reduce crit damage.
I think nerfing crit chance is the way they should go, but players need to be encouraged to invest in the critical chance stat to the exclusion of ALL other stats in order to bring a crit build's average damage down to the point where it is on level with a raw power build. Example? They could make critical chance glyphs to replace weapon/spell damage glyphs for jewelry that a person making a crit build would need in order to get their crit chance to an adequate level. This makes people building for crit choose between crit chance OR raw power.
Under the current paradigm, it is still way too easy for players to have over 50% crit chance AND around 4K-5K weapon power. So long as you can get stats like that, crit builds will always be king. Now, if they made it so characters who went ALL OUT for crit chance at the exclusion of weapon power had, say 2000 SD/WD, then with all the crit damage modifiers, their average damage output would be more on plane with a raw stats build.
That should really be the combat teams goal if they want to reduce the power of crit builds - put players into an "either/or" situation between crit chance and raw power.
MindOfTheSwarm wrote: »You can only nerf crit so much before everyone gives up on it and runs Malacath. The 20% baseline critical resistance in PvP and the versatility of needing only one item for 25% extra damage as opposed to two full critical sets is what first made Malacath overtake critical builds there, a 25% base critical damage reduction would have the same effect as implementing 25% critical resistance in PvE. Nerfing critical damage and buffing Shadow when it's already the default choice would just make other Mundus stones even less of an option. The issue is that ZOS recently reduced critical chance but added too many sources of critical damage to the game; Axes for 8%, Major Force buffed from 15 to 20%, Khajiit buffed from 10% to 12%, Minor Brittle for 10%, Fighting Finesse for 10% and Backstabber for 15%, of which the last two combined give as much as 100 points to Elfborn under the old system. If anything, Shadow needs a nerf to make running two critical sets less appealing, along with other tweaks to critical damage, as the prevalence of critical damage sources and lack of critical chance renders critical chance more necessary than ever.
Why not also buff other Mundus stones too then to compensate maybe add additional bonuses?
eg
The Serpent: Also increases Poison damage by 15%.
MindOfTheSwarm wrote: »You can only nerf crit so much before everyone gives up on it and runs Malacath. The 20% baseline critical resistance in PvP and the versatility of needing only one item for 25% extra damage as opposed to two full critical sets is what first made Malacath overtake critical builds there, a 25% base critical damage reduction would have the same effect as implementing 25% critical resistance in PvE. Nerfing critical damage and buffing Shadow when it's already the default choice would just make other Mundus stones even less of an option. The issue is that ZOS recently reduced critical chance but added too many sources of critical damage to the game; Axes for 8%, Major Force buffed from 15 to 20%, Khajiit buffed from 10% to 12%, Minor Brittle for 10%, Fighting Finesse for 10% and Backstabber for 15%, of which the last two combined give as much as 100 points to Elfborn under the old system. If anything, Shadow needs a nerf to make running two critical sets less appealing, along with other tweaks to critical damage, as the prevalence of critical damage sources and lack of critical chance renders critical chance more necessary than ever.
Why not also buff other Mundus stones too then to compensate maybe add additional bonuses?
eg
The Serpent: Also increases Poison damage by 15%.
Say hello to Twice Born Star as replacement to most of the meta sets then. Because if You want to buff shadow by almost 70% then other munduses would have to recive similar bufs in strenght and that would make TBS really strong. For example if You would buff thief proportionally to Your proposed shadow mundus buff then TBS would provide more crit chance then mother's sorrow when running thief and You could still use shadow.
Also I agree with the person You were responding too. There is a lot of things that buff crit dmg not just base 50% modifier. In properly supported PvE group and on proper setup You can reach 130-140% crit dmg. That is almost triple the amount of base crit modifier yet You think it's the base modifier that is responsible for crit dmg strenght.
MindOfTheSwarm wrote: »BXR_Lonestar wrote: »MindOfTheSwarm wrote: »Nerfing Crit chance even further was a bad move in my opinion. It will just make stacking Crit Chance even more important as a result and have the reverse intended role of pushing players to play non Crit builds. In my opinion, if ZoS wants to nerf Crit builds then it is not chance that needs nerfing but damage. I propose the following:
Nerf Crit Damage by 25% baseline.
Buff Shadow Mundus by 7%.
Buff Crit Chance to what it was.
Buff Base Damage modifiers.
Why?
By nerfing it to 25% then non-crit builds would not be losing out too much especially if they equipped Malacath. However, focused Crit builds would benefit and would not be the go to build unless heavily invested in. In essence a Crit build would only be losing a total of 18% or even less if going Divines. This would pull them down closer to non-crit builds.
In summary a Crit build would get consistent Crits but not deal as much damage as they did before.
The problem with nerfing Crit Chance is that many builds cannot benefit from sets that boost their base damage as now basically you need to go full Crit Chance sets to get results. This in turn makes a lot of non-crit sets redundant. This is an issue as due to the fact that the Crit Damage is too good to pass up, everyone will now go for as much Crit Chance as possible. Making non-crit sets essentially useless for PVE.
By nerfing Damage instead of Chance you allow for other sets to be used, letting players settle for slightly less Crit Damage for more uptime and consistent results. While those looking for maximum Crit Damage can still do so.
The reason Crit is meta is due to 50% baseline damage. Not Crit Chance.
Thoughts?
I think nerfing the crit chance was actually probably the right way to go, but I don't think they really went far enough to make the changes that they wanted to make actually work. What they wanted to do was bring crit builds more in line with raw power builds in terms of average damage output. There are two ways that they could do this - reduce crit chance and reduce crit damage.
I think nerfing crit chance is the way they should go, but players need to be encouraged to invest in the critical chance stat to the exclusion of ALL other stats in order to bring a crit build's average damage down to the point where it is on level with a raw power build. Example? They could make critical chance glyphs to replace weapon/spell damage glyphs for jewelry that a person making a crit build would need in order to get their crit chance to an adequate level. This makes people building for crit choose between crit chance OR raw power.
Under the current paradigm, it is still way too easy for players to have over 50% crit chance AND around 4K-5K weapon power. So long as you can get stats like that, crit builds will always be king. Now, if they made it so characters who went ALL OUT for crit chance at the exclusion of weapon power had, say 2000 SD/WD, then with all the crit damage modifiers, their average damage output would be more on plane with a raw stats build.
That should really be the combat teams goal if they want to reduce the power of crit builds - put players into an "either/or" situation between crit chance and raw power.
This certainly is one way to do it but then what’s the point? Surely Crit builds should reward players for crits. Alternatively another way round is to nerf crit chance even further but buff damage further. Resulting in low up time of crits but when they proc you are rewarded with big damage. However, the issue from this is essentially you would have a proc set style build. I agree that players should have to focus on crit for it to work but I wouldn’t say 100% focus. I think nerfing crit damage while buffing base damage is the correct way to bring them in line with one another.
MindOfTheSwarm wrote: »MindOfTheSwarm wrote: »You can only nerf crit so much before everyone gives up on it and runs Malacath. The 20% baseline critical resistance in PvP and the versatility of needing only one item for 25% extra damage as opposed to two full critical sets is what first made Malacath overtake critical builds there, a 25% base critical damage reduction would have the same effect as implementing 25% critical resistance in PvE. Nerfing critical damage and buffing Shadow when it's already the default choice would just make other Mundus stones even less of an option. The issue is that ZOS recently reduced critical chance but added too many sources of critical damage to the game; Axes for 8%, Major Force buffed from 15 to 20%, Khajiit buffed from 10% to 12%, Minor Brittle for 10%, Fighting Finesse for 10% and Backstabber for 15%, of which the last two combined give as much as 100 points to Elfborn under the old system. If anything, Shadow needs a nerf to make running two critical sets less appealing, along with other tweaks to critical damage, as the prevalence of critical damage sources and lack of critical chance renders critical chance more necessary than ever.
Why not also buff other Mundus stones too then to compensate maybe add additional bonuses?
eg
The Serpent: Also increases Poison damage by 15%.
Say hello to Twice Born Star as replacement to most of the meta sets then. Because if You want to buff shadow by almost 70% then other munduses would have to recive similar bufs in strenght and that would make TBS really strong. For example if You would buff thief proportionally to Your proposed shadow mundus buff then TBS would provide more crit chance then mother's sorrow when running thief and You could still use shadow.
Also I agree with the person You were responding too. There is a lot of things that buff crit dmg not just base 50% modifier. In properly supported PvE group and on proper setup You can reach 130-140% crit dmg. That is almost triple the amount of base crit modifier yet You think it's the base modifier that is responsible for crit dmg strenght.
All I’m suggesting is reducing base would mitigate the buffs provided in game.