And Stamina builds aren't squishy, but still put out more damage due to more Weapon damage.Artorias24 wrote: »Magicka/Caster are always light armor in nearly every game that gets into the fantasy category. Caster are always squishy but put out lots of damage.Medium armor grants free weapon damage. Light armor doesn't grant free Magicka. They're not the same. Light has to slot Mage Guild skills that they are never going to use to increase their max Magicka. Light has penalties, Medium does not. Light takes more damage from Medium despite already having the least armor in the game.Artorias24 wrote: »Healing proc set scale with max mag/stam. Equal numbers while magicka has a way easier time to stack magicka. But stamina Has a better way to stack weapon damage.Not off Stamina. How does a buff dude getting just as much healing from Magical skills and armor as the guy that literally studies Magic make sense? Magicka is only used for skills. Stamina is used for skills, on top of rolling, sprinting, blocking, breaking free, and stealth, AND Stamina skills are 15% cheaper than their Magicka equivalents.Artorias24 wrote: »How do you want the healing skills scale off? Atm both damage and healing skills scale Off your offensive stats combined spell damage/magicka and wp damage/stam. And thats fine in my opinion. Thats how eso has always been cause the Combat was designed with pvp in mind.They aren't equal, Stamina builds are better at everything except Streak. Stamina builds have 4 different types of weapon playstyles, DW, SnB, 2H and Bow. Magicka just has Staves, which do 10% less damage with light attacks than DW, SnB or 2H.Artorias24 wrote: »Anyway you cant make mag and stam builds equal and give them access to the same skills just as mag and stam morph. Otherwise every spec would feel the same.
Artorias24 wrote: »Light armor gives spell Penetration wich is a huge damage Boost. And magicka builds also put out lots of damage cause instead of high spell damage they get a lot of Penetration and with a destro staff have access to maj breach easily with minor magicka steal for a skill that doesnt have any cost. There is no stamina version of this.
Anyway i cant convince someone that magicka is strong when you already made your decision. [snip]
Artorias24 wrote: »Anyway i cant convince someone that magicka is strong when you already made your decision. [snip]
Stamina was already the meta, now it will be even more prevalent.
- Stamina builds already have more damage than Magicka builds due to scaling weapon damage harder.
- Stamina builds will also deal more damage with procs due to them scaling off weapon/spell damage now.
- Stamina skills are 15% cheaper than their Magicka equivalents.
- Stamina is used for skills, blocking, rolling, sprinting and breaking free, Magicka can only be used for skills.
- Medium armor grants more mobility and armor than Light, along with more damage and defensive passives.
- Medium armor's skill is better; Magicka builds can't grab Major Evasion but Stamina builds can still get shields.
- Medium armor has no downsides, Light and Heavy armor have several.
- Light armor takes increased damage from Stamina builds despite already having the least armor (Why?)
Artorias24 wrote: »Anyway i cant convince someone that magicka is strong when you already made your decision. [snip]
...What?Stamina was already the meta, now it will be even more prevalent.
- Stamina builds already have more damage than Magicka builds due to scaling weapon damage harder.
- Stamina builds will also deal more damage with procs due to them scaling off weapon/spell damage now.
- Stamina skills are 15% cheaper than their Magicka equivalents.
- Stamina is used for skills, blocking, rolling, sprinting and breaking free, Magicka can only be used for skills.
- Medium armor grants more mobility and armor than Light, along with more damage and defensive passives.
- Medium armor's skill is better; Magicka builds can't grab Major Evasion but Stamina builds can still get shields.
- Medium armor has no downsides, Light and Heavy armor have several.
- Light armor takes increased damage from Stamina builds despite already having the least armor (Why?)
Please let me know how Magicka is stronger, I'm just not seeing it. In PvP, the bias is against Magicka.
AgentUriel wrote: »I was disagreeing with you before on a tankiness meta but here it's ... Well kind of obvious. PvP does favor stamina. The only exception would be group play but even then... I see stamina builds winning more often than not. The passives are pretty slick in medium armor and the only thing they lack really is penetration but that can be stacked elsewhere in the build. Ultimately magicka builds are getting the short end of the stick in all of this and let's not even get started on magicka dragon knight. I have a friend using that and even with all the procs in the world it still has trouble being competitive.
Let's try to stay on track though talking about crimson and its effect on the meta as well. I saw the took tip damage and it's nothing to sneeze at on a high health tank in pvp. That thing is going to proc repeatedly and hit hard.
AgentUriel wrote: »@Sangwyne
I know you've already seen it from the sound of it but this is the proof and all of the problems. He could have more health than that. That's the real problem. If he went full tank he could reach similar numbers on the tooltip without goliath form. That alone is messed up. Then it's 8 seconds to reactivate. In an AoE. Can you imagine it?
A living rock walks into a bar, get hit by a random beer bottle, procs crimson and clears the room because everyone is dead.
After that then you add goliath. I bet that damage will hit 30,000. That is ridiculous and too much power/reward for a turtling playstyle.
Edit: also don't forget about werewolf or vampire ult... Any class can use those.
DreadDaedroth wrote: »In which book of laws is written that tanks can't do damage and sets can't scale with max health?
Is this what PvP really expects us to be? "Walking CC and Line of Sight for allies"? In both PvP and PvE too? Naw, son.Lapin_Logic wrote: »still enabling them to survive and be a walking CC and Line of sight for their alliesLapin_Logic wrote: »*hands you a Dictionary on page "Tank"*
Side note, if this is the "Same as bahara's" then why is no one running that, no one complaining about it and no Youtuber rants about it? Answer, they are not the same, different delivery.
It doesn't sound like you want to "tank" it just sounds like you want immortality and easy mode gameplay.
...Have you actually read it?I excluded the definition regarding containers and lakes due to lack of relevance.3. Military. an armored, self-propelled combat vehicle, armed with cannon and machine guns and moving on a caterpillar tread.
Tanks historically were slow but capable. Somehow players got it into their mind that a tank should just be a pile of hitpoints that sits there, takes slightly longer to kill, and poses zero threat. It sure sounds like you want tanks to be sitting ducks and easy pickings while at the same time scaling your healing, shielding, and lifesteal off damage.
If you want durability, you should sacrifice damage. If you want damage, you should sacrifice durability. But currently there's no decision, just stack Stamina and Weapon damage and get the rest handed to you on a silver platter. That needs to change.
Is this what PvP really expects us to be? "Walking CC and Line of Sight for allies"? In both PvP and PvE too? Naw, son.Lapin_Logic wrote: »still enabling them to survive and be a walking CC and Line of sight for their alliesLapin_Logic wrote: »*hands you a Dictionary on page "Tank"*
Side note, if this is the "Same as bahara's" then why is no one running that, no one complaining about it and no Youtuber rants about it? Answer, they are not the same, different delivery.
It doesn't sound like you want to "tank" it just sounds like you want immortality and easy mode gameplay.
...Have you actually read it?I excluded the definition regarding containers and lakes due to lack of relevance.3. Military. an armored, self-propelled combat vehicle, armed with cannon and machine guns and moving on a caterpillar tread.
Tanks historically were slow but capable. Somehow players got it into their mind that a tank should just be a pile of hitpoints that sits there, takes slightly longer to kill, and poses zero threat. It sure sounds like you want tanks to be sitting ducks and easy pickings while at the same time scaling your healing, shielding, and lifesteal off damage.
If you want durability, you should sacrifice damage. If you want damage, you should sacrifice durability. But currently there's no decision, just stack Stamina and Weapon damage and get the rest handed to you on a silver platter. That needs to change.
But having a tank set or even better MORE ******tank sets that have damage that scales off of health.******** Both in PVP and PVE. I want these builds PVP.
AgentUriel wrote: »@Lapin_Logic I appreciate reading your input. Very well written and it shows that you have done a fair share of pvp and the woes of broken builds. LOL glad it's not just me sweating at the proc scaling.
Lapin_Logic wrote: »
But having a tank set or even better MORE ******tank sets that have damage that scales off of health.******** Both in PVP and PVE. I want these builds PVP.
So, you want a Magika dude who invested all his points into Mag to be strong but his *Penalty* is he has low resista and is squishy..
And you want Heavy armour dudes who invested into Health and resists to make him hard to kill but his *Penalty* is... Doing high damage because he invested in health????
Think about that from a balance perspective, it just sounds like a fantasy for you.
Lapin_Logic wrote: »1. Heavy passives say nothing about damage
2. Sturdy and reinforced are the tank traits, they do not boost damage
3. Shield play enchants are the tank enchant, no DPS run these, they do not boost damage
4. The Devs tank with Tank builds, they should know, they wrote the game.
Just because a broken build element sneaks through doesn't mean you should crutch on it or that it was intended, this is a game with a lot of moving parts so breaks easy.
Soon enough these sets woll be fixed like sloads and viper were.
Lapin_Logic wrote: »I don't know if your "Set Efficiency Calculator" is bugged but I just wanted to remind you of the Trinity of Tank, Healing and Gank.
It appears that scaling "Tank" proc sets off max health that you have overlooked that some of your "Tank" sets do damage, a great deal of damage.
Tank sets are supposed to do one thing, Keep you alive by offering you various healing and crowd annoying abilities that deter people from staying close to you but sets like Crimson and others are offering Gank build levels of burst damage And a heal that scales with it And high resists And high health, one might say they were a bit too efficient... like Sloads was
Fix, Reduce the damage on these Heavy armor Tank sets by 90% , but have the Heal component be the same, i.e instead of 7000 damage and 7000 heal change it to 700 damage and 7000 heal, still enabling them to survive and be a walking CC and Line of sight for their allies but not becoming Chuck Norris x Fist of the North Star with a Vatershran staff, Malacath band and a zerg behind them.
Lapin_Logic wrote: »1. Heavy passives say nothing about damage
2. Sturdy and reinforced are the tank traits, they do not boost damage
3. Shield play enchants are the tank enchant, no DPS run these, they do not boost damage
4. The Devs tank with Tank builds, they should know, they wrote the game.
Just because a broken build element sneaks through doesn't mean you should crutch on it or that it was intended, this is a game with a lot of moving parts so breaks easy.
Soon enough these sets woll be fixed like sloads and viper were.
Medium passives grant damage, durability, mobility, mitigation, stealth, sustain, and utility, with zero penalties, and that's supposed to be balanced? The Devs were the ones who made the decision to scale Crimson and Thews off Health in the first place. So why did you make an entire post questioning their decision, only to back them up when it suits you? If Stamina builds are fine like the Devs intended, then Crimson is also fine like the Devs intended. Can't have it one way and not the other.
Players want Stamina to scale literally everything but then get mad when Health scales some things. How is getting free survivability from scaling damage fundamentally different from getting free damage from scaling survivability? Both two sides of the same coin, but one is completely unacceptable and the other is somehow fine.
DreadDaedroth wrote: »In which book of laws is written that tanks can't do damage and sets can't scale with max health?
What exactly do you want me to say that I haven't already said? I have some semblance of a life outside these forums, man.AgentUriel wrote: »@Sangwyne you never did respond to me after I showed the evidence with a video about the crimson damage scaling with health.
Please do remember though, that it's not tanks that are achieving that tool tip value, it's specifically just the 30k HP boost on Necro's Ravenous Goliath, which any build can make use of. Any build with that skill active will have much more health than any tank. I mentioned it earlier as being one of the main issues, along with Malacath and Crimson's burst, that are driving the problems with PvP.
All these crazy tooltips that I am seeing these youtubers churn out videos on are always made with a Necro using that specific ability, and then somehow people get it into their mind that tanks themselves are the issue.
Oh goodie, another destroy tanks in PvE so I can kill everyone in PvP thread.
Tank damage has been consistently nerfed for years now.
“But PvE tanks don’t need to do big damage in a dungeons!”
Tanks don’t just disappear when the dungeon is over, they have to do dailies, go resource farming, etc. Taking forever to kill the two lions near an ore node is not fun gameplay.
“They can carry around another set of gear for overland stuff.”
...And still do lower damage then a pure dps. OR they can put away their tank stuff, become a pure dps and do overland much, much easier, AND still do all of the content tanks can do, PLUS do solo arenas.
That is why their is so few tanks. Low damage. Extra requirements for overland adventuring. Can’t do all content.
Not. Fun.
Have you considered finding a way you could achieve your goals without affecting PvE?
AgentUriel wrote: »DreadDaedroth wrote: »In which book of laws is written that tanks can't do damage and sets can't scale with max health?
When is it too much damage? 10,000 every 8 seconds? 15k? 20k? Come on man where is the skill in that?
"Oh I just equip this and it casts for me and annihilates any opponents in a circle around me every 8 seconds! Sick!"
tomofhyrule wrote: »I'm always curious about these numbers people are pulling out. I main a tank and I like to focus on health - granted I'm not a min-maxer so I probably missed a bunch of possibilities along the way, but I'm sitting right around 50k in my dungeon/trial gear. And because I'm so heavy into health, I hit like a wet noodle.
How are these people ending up with health twice as high with weapon damage and everything else to boot?
It seems that the problem isn't just "Crimson," it's "Crimson + something else." And the "something else" seems to be transformation ultimates, which are giving a massive health buff.
Would it help to make it so proc sets don't proc when you're transformed? I mean, a bone goliath is obviously not wearing armor...
I will admit Crimson is strange to have an 8m radius if melee is 7. Crimson's really helpful when you're surrounded, but if it only hit in melee range, it'd be much easier to get out of. What if Crimson's AoE just got scaled down to melee, and then you took away the ability for transformation ults to cheese scaled procs?
tomofhyrule wrote: »I'm always curious about these numbers people are pulling out. I main a tank and I like to focus on health - granted I'm not a min-maxer so I probably missed a bunch of possibilities along the way, but I'm sitting right around 50k in my dungeon/trial gear. And because I'm so heavy into health, I hit like a wet noodle.
How are these people ending up with health twice as high with weapon damage and everything else to boot?
It seems that the problem isn't just "Crimson," it's "Crimson + something else." And the "something else" seems to be transformation ultimates, which are giving a massive health buff.
Would it help to make it so proc sets don't proc when you're transformed? I mean, a bone goliath is obviously not wearing armor...
I will admit Crimson is strange to have an 8m radius if melee is 7. Crimson's really helpful when you're surrounded, but if it only hit in melee range, it'd be much easier to get out of. What if Crimson's AoE just got scaled down to melee, and then you took away the ability for transformation ults to cheese scaled procs?
AgentUriel wrote: »DreadDaedroth wrote: »In which book of laws is written that tanks can't do damage and sets can't scale with max health?
When is it too much damage? 10,000 every 8 seconds? 15k? 20k? Come on man where is the skill in that?
"Oh I just equip this and it casts for me and annihilates any opponents in a circle around me every 8 seconds! Sick!"
Solution then. For every 10k damage double rhe cool down timer. I said this a few times but no one responds. I am with the pro-tank people. Tanks are far and few in between. Make tanking fun. If dmg scaling with health is a problem, than make it hard to get. Oh, wait. Castle thorn is a DLC dungeon. It is hard to get. And that gear is untradable.
tomofhyrule wrote: »I'm always curious about these numbers people are pulling out. I main a tank and I like to focus on health - granted I'm not a min-maxer so I probably missed a bunch of possibilities along the way, but I'm sitting right around 50k in my dungeon/trial gear. And because I'm so heavy into health, I hit like a wet noodle.
How are these people ending up with health twice as high with weapon damage and everything else to boot?
It seems that the problem isn't just "Crimson," it's "Crimson + something else." And the "something else" seems to be transformation ultimates, which are giving a massive health buff.
Would it help to make it so proc sets don't proc when you're transformed? I mean, a bone goliath is obviously not wearing armor...
I will admit Crimson is strange to have an 8m radius if melee is 7. Crimson's really helpful when you're surrounded, but if it only hit in melee range, it'd be much easier to get out of. What if Crimson's AoE just got scaled down to melee, and then you took away the ability for transformation ults to cheese scaled procs?
What exactly do you want me to say that I haven't already said? I have some semblance of a life outside these forums, man.AgentUriel wrote: »@Sangwyne you never did respond to me after I showed the evidence with a video about the crimson damage scaling with health.Please do remember though, that it's not tanks that are achieving that tool tip value, it's specifically just the 30k HP boost on Necro's Ravenous Goliath, which any build can make use of. Any build with that skill active will have much more health than any tank. I mentioned it earlier as being one of the main issues, along with Malacath and Crimson's burst, that are driving the problems with PvP.
All these crazy tooltips that I am seeing these youtubers churn out videos on are always made with a Necro using that specific ability, and then somehow people get it into their mind that tanks themselves are the issue.
I specifically called out Necro's Ravenous Goliath as an issue in an earlier comment, mentioned it again as inflating health scaling on gear, and literally said that all these crazy tooltips I am seeing youtubers churn out videos over are always made with a Necro using that specific ability, and then... the very next post you post a youtube video of a Necro abusing that exact same ability to achieve crazy tooltip numbers and ask why I don't respond? Youtubers will always take the most ridiculous build available to hype up their tooltips and generate more views.
38k HP is not very much for a tank, it barely meets the break-even point for Crimson to be as strong as on Live, but if he uses that ability he will have 68k+ HP, perhaps more depending on %HP boosts, far more than any tank can reasonably achieve, and then the health scaling starts to hit silly numbers, yes. At 4:00 he states "If you run an ultimate like Ravenous Goliath that gives you 30 thousand health, it scales your proc even higher", but there is no other ultimate that gives you 30 thousand health. It's literally just Goliath. Goliath is also one of the few abilities that scale skill damage off health too, after ZOS specifically nerfed abilities like Blazing Shield for the exact same reason.
He's wielding Vateshran 2H on a CP 3600 Necro using Ravenous Goliath with Crimson, Balorgh, Malacath and Essence Thief for the 10% untyped damage boost to scale proc damage even more. What did you expect? What are you asking for? Where do tanks come into this at all? There's your guy, Mr. Necro Proc Abuser himself, go nerf him. Leave the rest of us alone, we're not walking around with 70k HP here.
"This one specific ability is busted and allows players that aren't tanks to scale HP far past what tanks can achieve to get ridiculous tooltip numbers on sets like Crimson that scale with HP". Alright, so just nerf that specific ability that's causing other interactions to break, and the rest comes crashing down.
tomofhyrule wrote: »I'm always curious about these numbers people are pulling out. I main a tank and I like to focus on health - granted I'm not a min-maxer so I probably missed a bunch of possibilities along the way, but I'm sitting right around 50k in my dungeon/trial gear. And because I'm so heavy into health, I hit like a wet noodle.
How are these people ending up with health twice as high with weapon damage and everything else to boot?
It seems that the problem isn't just "Crimson," it's "Crimson + something else." And the "something else" seems to be transformation ultimates, which are giving a massive health buff.
Would it help to make it so proc sets don't proc when you're transformed? I mean, a bone goliath is obviously not wearing armor...
I will admit Crimson is strange to have an 8m radius if melee is 7. Crimson's really helpful when you're surrounded, but if it only hit in melee range, it'd be much easier to get out of. What if Crimson's AoE just got scaled down to melee, and then you took away the ability for transformation ults to cheese scaled procs?