TequilaFire wrote: »I find it interesting that those who can reach high damage numbers are the ones that call for the cap to be raised.
So that would mean once again you would be making elites more powerful and middle tier players less powerful.
Middle and low tier players can't reach those damage numbers.
Tanks should be able to have sets for DPS so they can do solo content like quests without having to spend money on the respect costs, etc. By having a couple DPS sets for tanks, this will get some more people to play as a tank, and as a result, reduce the tank shortage.
TheDarkRuler wrote: »If they try to "adjust" it or try to balance it for pve and pvp; it just will not work.
This is the sentence. The one and only truth why ZoS screws up balance again and again.
They try to make a solution for PVE (where bosses have millions of HP) and PVP where players with normal health are running around. The current numbers would perhaps be perfectly fine for PVE but bonkers in PVP.
I said this years (!) back: Make a fix number of sets for PVP that focusses on PVP and forbid every PVE set from being used theire. PVP sets for PVP and PVE sets for PVE. End of story, world peace acquired.
TheDarkRuler wrote: »
I said this years (!) back: Make a fix number of sets for PVP that focusses on PVP and forbid every PVE set from being used theire. PVP sets for PVP and PVE sets for PVE. End of story, world peace acquired.
TheBonesXXX wrote: »This is the most palpable solution. It should have been done long ago.
JerBearESO wrote: »addons that help with this. but to say that a full tank build should have access to damage is to say a full damage build should have access to tanking, at which point why would anyone run anything but the god tier damage with tanking ability build?
I think everyone is missing the flaws in these builds. Sure you can get crazy tooltip numbers if you put everything into one stat but one stat does not make a pvp build.
These builds have 700 penetration. Yes 700. Most players are running around with at least 25k resistances. You get a 50% reduction from battle spirit. Probably another 40% reduction from armor. Then the small amounts of reduction from other means like minor protection, etc.
On top of the reduction you also have to consider the fast pace movement of pvp. You hardly see anyone use selene because you can't hit anyone with it. No one stands there to be hit. You might occasionally get lucky with a CC on someone that is out of stamina and can't break. Or, players that are new and just don't know what is coming.
All I am saying is these guys took the builds to extremes that are not really playable. Don't go screaming for changes that are based on unrealistic builds.
TequilaFire wrote: »I find it interesting that those who can reach high damage numbers are the ones that call for the cap to be raised.
So that would mean once again you would be making elites more powerful and middle tier players less powerful.
Middle and low tier players can't reach those damage numbers.
You mistake dps numbers with spell/weapon damage. Even a total noob can reach 9k weapon damage on stamplar with good (not bis) gear. It requires no skill except farming to get the gear (and gear for that you can get even from overland which requires no skill).
What is the problem for middle tier player to get more weapon damage, max hp or resist? There is none.
The difference is, noob with 7k weapon damage and 30k max hp will die a lot more and deal less damage then vet with same stats as vets just have more experience and can utilize those stats better.
These proc changes will hurt the middle and low players more then vets as it is great playground to abuse system by players with knowledge. Idea of scalling procs to stats is great but execution is horrible and in current state will punish celling more
I think everyone is missing the flaws in these builds. Sure you can get crazy tooltip numbers if you put everything into one stat but one stat does not make a pvp build.
These builds have 700 penetration. Yes 700. Most players are running around with at least 25k resistances. You get a 50% reduction from battle spirit. Probably another 40% reduction from armor. Then the small amounts of reduction from other means like minor protection, etc.
On top of the reduction you also have to consider the fast pace movement of pvp. You hardly see anyone use selene because you can't hit anyone with it. No one stands there to be hit. You might occasionally get lucky with a CC on someone that is out of stamina and can't break. Or, players that are new and just don't know what is coming.
All I am saying is these guys took the builds to extremes that are not really playable. Don't go screaming for changes that are based on unrealistic builds.
Have you personally tested this?
I think everyone is missing the flaws in these builds. Sure you can get crazy tooltip numbers if you put everything into one stat but one stat does not make a pvp build.
These builds have 700 penetration. Yes 700. Most players are running around with at least 25k resistances. You get a 50% reduction from battle spirit. Probably another 40% reduction from armor. Then the small amounts of reduction from other means like minor protection, etc.
On top of the reduction you also have to consider the fast pace movement of pvp. You hardly see anyone use selene because you can't hit anyone with it. No one stands there to be hit. You might occasionally get lucky with a CC on someone that is out of stamina and can't break. Or, players that are new and just don't know what is coming.
All I am saying is these guys took the builds to extremes that are not really playable. Don't go screaming for changes that are based on unrealistic builds.
Have you personally tested this?
I have been playing the game since it's release and I have the tiger to prove it. I have made more than enough builds to know what works and what doesn't work.
I actually started off in pvp with the idea of using as much spell damage as I could get and it worked when most people were running around in light armor. Then they made enough changes that medium and heavy builds worked really well in cyrodiil and low penetration just didn't work. That is usually the reason new players are always asking why they don't hit hard and get killed in a few seconds.
So, to answer you question, have I tested their specific build? The answer is no. But, I can look at the numbers and know that it isn't playable.
TequilaFire wrote: »TequilaFire wrote: »I find it interesting that those who can reach high damage numbers are the ones that call for the cap to be raised.
So that would mean once again you would be making elites more powerful and middle tier players less powerful.
Middle and low tier players can't reach those damage numbers.
You mistake dps numbers with spell/weapon damage. Even a total noob can reach 9k weapon damage on stamplar with good (not bis) gear. It requires no skill except farming to get the gear (and gear for that you can get even from overland which requires no skill).
What is the problem for middle tier player to get more weapon damage, max hp or resist? There is none.
The difference is, noob with 7k weapon damage and 30k max hp will die a lot more and deal less damage then vet with same stats as vets just have more experience and can utilize those stats better.
These proc changes will hurt the middle and low players more then vets as it is great playground to abuse system by players with knowledge. Idea of scalling procs to stats is great but execution is horrible and in current state will punish celling more
No you mistake that I was talking about damage stat numbers, not DPS.
Very few noobs can reach 9K WD or worse yet SD and have a viable build. Come on now.
JerBearESO wrote: »TheDarkRuler wrote: »
I said this years (!) back: Make a fix number of sets for PVP that focusses on PVP and forbid every PVE set from being used theire. PVP sets for PVP and PVE sets for PVE. End of story, world peace acquired.TheBonesXXX wrote: »This is the most palpable solution. It should have been done long ago.
I understand why this kind of "solution" seems inviting, but I have to logically disagree with it being the best solution. I believe it would only serve to flip flop the meta and reduce build variety, which IS the heart of the game, the game's motto being to "play your way".
Consider an example. I have a fun creative BGs build on live. It uses relequens, a set which would no doubt be tossed into the pve group in your solution. So one of my builds just died. That's a HUGE act of maliciousness against me as a player, specifically against what I enjoy about the game, and for what? What result.
I assure you, my relequens build is NOT overpowered toxicity. In a 1v1 I will get blown up before ever stacking it, and it can be cleansed away anyway. In fact, I have to play as a backline dps specifically minding my position with great care in order to get any good results from the build. When I accomplish this, the result is that my frontline can cut through the target's I am focusing more readily, which works well enough in good rounds so that I enjoy the build very much, and the satisfaction of having made it.
So we theoretically nuked my fun (what's the point of any game? FUN!) build so as to...what? Shift the meta! That's all.... It would only shift the meta.
If you "solve" procs being "stronger" than stats, then don't we only shift the meta to stat builds, until finally we need to "solve" stats being "stronger" than procs. And so on. The never ending cycle of the "coinflip conundrum".
relentless_turnip wrote: »I think everyone is missing the flaws in these builds. Sure you can get crazy tooltip numbers if you put everything into one stat but one stat does not make a pvp build.
These builds have 700 penetration. Yes 700. Most players are running around with at least 25k resistances. You get a 50% reduction from battle spirit. Probably another 40% reduction from armor. Then the small amounts of reduction from other means like minor protection, etc.
On top of the reduction you also have to consider the fast pace movement of pvp. You hardly see anyone use selene because you can't hit anyone with it. No one stands there to be hit. You might occasionally get lucky with a CC on someone that is out of stamina and can't break. Or, players that are new and just don't know what is coming.
All I am saying is these guys took the builds to extremes that are not really playable. Don't go screaming for changes that are based on unrealistic builds.
Have you personally tested this?
I have been playing the game since it's release and I have the tiger to prove it. I have made more than enough builds to know what works and what doesn't work.
I actually started off in pvp with the idea of using as much spell damage as I could get and it worked when most people were running around in light armor. Then they made enough changes that medium and heavy builds worked really well in cyrodiil and low penetration just didn't work. That is usually the reason new players are always asking why they don't hit hard and get killed in a few seconds.
So, to answer you question, have I tested their specific build? The answer is no. But, I can look at the numbers and know that it isn't playable.
I would say that it is a viable build for some and to be honest you wouldn't lose much by throwing on recovery glyph. The low pen doesn't even matter if 3 procs scaling this high all land at once. Heavy armor builds have always had low pen, but are equally viable in PvP. Many would argue more so.
TheBonesXXX wrote: »Proc scaling as never a good idea, free damage procs (separate from sets that require additional server calculations to function) are a bad bloody idea.
It was a bad idea when original camo hunter was handing out free damage. It was a bad idea when Valkyn was reigning free damage from the sky, it has and will always be a bad bloody idea.
and it'll always be a bad bloody idea.
It was a bad idea when WoW hijacked it and stayed a bad idea. It'll be a bad idea if any MMO adopts it, because it's a terrible idea.
Why? Because if requires zero input from the user and that's just a bad idea.
Good idea: Balance your game class to class and tune the rest of your content around the classes. Why? Because you could have the same exact stats that everything in the game operates off of and you wouldn't have the madness you have now.
"Build Diversity" sounds good, initially. But in reality, having so many sets are a headache and it could've been way easier to make the game just have 1 pieces instead of 3 and 5 pieces.
By trying to make the game have "options", ZOS you just really made it harder than it needed to be.
StarOfElyon wrote: »(how am I supposed to fight proc sets that hit/heal two times when I'm using stat based sets and can only hit/heal once at a time).
I have to make an effort to hit them, they only need to make sure their set procs.
JerBearESO wrote: »Tanks should be able to have sets for DPS so they can do solo content like quests without having to spend money on the respect costs, etc. By having a couple DPS sets for tanks, this will get some more people to play as a tank, and as a result, reduce the tank shortage.
we actually call this playstyle "bruiser" typically, or "offtank" I have heard as well. In this case, just have a dmg set in your inventory that trades with one of your tank sets. When solo, trade it, when not solo, trade it back. There are even "closet" addons that help with this. but to say that a full tank build should have access to damage is to say a full damage build should have access to tanking, at which point why would anyone run anything but the god tier damage with tanking ability build?
JerBearESO wrote: »StarOfElyon wrote: »(how am I supposed to fight proc sets that hit/heal two times when I'm using stat based sets and can only hit/heal once at a time).
I have to make an effort to hit them, they only need to make sure their set procs.
with stats vs procs, you SHOULD win the matchup outright in most cases on live, because procs do have counterplay, with knowledge base you should know the timing, and the fact of the matter is, as soon as you are counterplaying procs, you are fighting an opponent who is about 10% weaker than you stats wise on average. even when you don't counterplay the procs, you are then fighting an opponent who is usually the same overall power level as you with the procs filling in that 10% gap
the real issue with procs is how to counterplay certain cheese setups, like that nasty sorc build using frenzied momentum, or the DoT nightblades picking on anyone not running a cleanse. remember, proc cheese started this nightmare, not procs in general
TheBonesXXX wrote: »JerBearESO wrote: »StarOfElyon wrote: »(how am I supposed to fight proc sets that hit/heal two times when I'm using stat based sets and can only hit/heal once at a time).
I have to make an effort to hit them, they only need to make sure their set procs.
with stats vs procs, you SHOULD win the matchup outright in most cases on live, because procs do have counterplay, with knowledge base you should know the timing, and the fact of the matter is, as soon as you are counterplaying procs, you are fighting an opponent who is about 10% weaker than you stats wise on average. even when you don't counterplay the procs, you are then fighting an opponent who is usually the same overall power level as you with the procs filling in that 10% gap
the real issue with procs is how to counterplay certain cheese setups, like that nasty sorc build using frenzied momentum, or the DoT nightblades picking on anyone not running a cleanse. remember, proc cheese started this nightmare, not procs in general
I do not agree, you get the correct procs with other lined burst and a proc set up will never lose, one stun on a timed burst is going to just one shot you.....
relentless_turnip wrote: »master_vanargand wrote: »Need Proc Damage and Heal set's cap needs to be raised more.
For example, "8000 weapon or magic damage", "40000 stamina or magicka", "50000 health", "33000 armor".
I agree with those numbers tbh 👍
Procs are timed burst, 100% certain to land everyone if off cool down. That is why they are so effective.
Instead of 3-4 attacks landing in a single GCD, now you have 6-7. They equal a 1s 200% damage buff.
StarOfElyon wrote: »I appreciate them trying to provide "options" but their choice to create proc sets feel gimmicky and the sets completely take the game out of the player's hands (how am I supposed to fight proc sets that hit/heal two times when I'm using stat based sets and can only hit/heal once at a time).
I have to make an effort to hit them, they only need to make sure their set procs.
Just back it out completely and start over.
Seriously. This is worse than the way it is now. If they try to "adjust" it or try to balance it for pve and pvp; it just will not work.
And you guys haven't see the torug/heartland build:
40k hp
35k res
4300 spell damage
1500 base recovery
Aaaaand 13k tooltip weapon glyph LOL