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Some Major Issues and Solutions to Fix Them this Patch.
Issues:- Medium Armor vs Light Armor Imbalances.
- Proc Set Scaling better with Medium Armor. Damage proc sets scale based on 1 stat, weapon/spell damage, to which you can stack easier on Medium Armor builds via the +14% weapon damage, giving stamina players an inherit, no cost, no investment boost to proc sets that Light armor, magicka builds have no chance of receiving. Another issue is Light Armor's main defensive abilities like shields and some heals only scale based on Max Magicka, further pushing the divide between these playstyles.
- Stamina PVE Vet Compositions are dead. With CP 2.0, Stamina DPS players are only able to get 1400 penetration passively, now 700 with the CP nerfs, while Light Armor continues to get 6573 spell penetration + 700 for 7300 total. This makes building raid compositions easier for Magicka as they don't need to spend time on hitting the 18200 spell penetration cap, when with minor/major breach they're already at 16000 and the remaining 2000 is covered under an infused crusher enchantment.
- Dual Wield as a back bar weapon for proccing enchantments suffers more than any other weapon. This patch, Deadly Cloak will only tick every 2 seconds instead of every 1 second. 1 tick from Blade Cloak can only proc 1 enchantment at a time (unless aoe where it technically can tick upwards of 1 time), this change will kill off DW back bar builds as they now have no way of proccing both weapons since an infused poison/flame enchantment shares a 2 second cooldown, you will only ever get 1 enchantment firing off every 2 seconds rendering the other weapon completely useless..
- Proc sets can scale too high. Your solution was to raise the cap, while this makes it harder, it only pushes the ceiling farther away, while creating a larger divide for the bottom end of the spectrum, which frankly does not need it.
- Proc sets suck in pve. They can't crit and they don't scale (on live), you noted some of your intent behind these changes was to buff pve while making it harder for pvp, where the real issue lies since in pvp, you typically spread out your stats evenly for defense/sustain/utility, etc, so anything that offers free damage has become meta.
- Lowering the floor while barely effecting the ceiling. Most proc sets in pve are used by newer players or players that are less invested into min-maxing their dps for high-end vet content, these players already have lower dps by using proc sets since they aren't competitive damage options in pve without the ability to crit to begin with. By raising the cap even further, you've effectively nerfed already weaker players by 30-40% of their original live values. This is further highlighted by the fact that they're less likely to have gold weapons, all jewelry enchanted with gold damage enchants, bloodthirsty, minor/major brutality or group buff damage sets. To reach above 6500 damage, you need to be in an optimized group, so why is a playestyle that is clearly aimed at the lower end being nerfed further when the real issue is related to pvp?
- Before anyone says it, Releuquen, Zaan and Maw of the Infernal are exceptions to the rule where they can actually be used in higher end content on live. Even so, a lot of builds are swapping away from using complete monster sets and instead using 1 piece monster set for crit and 1 piece mythic or 2 pieces of monster sets with crit.
Proposed Resolutions (Matching issue numbers above):- Armor Passives updated:
- Medium Armor Agility passive - updated from 2% weapon damage per piece to 1% weapon damage AND 470 weapon penetration per piece.
- Light Armor Concentration passive - updated from 939 spell penetration per piece to 1% spell damage AND 470 spell penetration per piece.
- Equal opportunity at base level for proc set scaling.
- PVE compositions will be easier to build for on both sides with a total base pen of 4000 via CP and Armor. With major/minor breach and infused crusher, total is 15000 penetration, leaving space for group optimization for the remaining 3200 pen. This much more managable than magicka groups doing nothing and stamina groups being forced to somehow find 6000+ penetration.
- Crit/regen/cost reduction already match between the 2 armor sets, what exactly is the point of these passives being different from each other?
- There is still a small difference of Stamina players getting an opportunity for more weapon damage via Fighters guild skills slotted or Magicka players getting more Magicka/Regen via Mages guild skills slotted, since these require active investment on your limited skill bar, I see little issue with the minor differences between the 2 builds. The major issue was the armor giving a passive buff to pen or weapon damage that created a larger devide in many aspects of the game.
- Penetration is a useless stat for magicka healers, they're secondary focus is dps, not primary, so why are we giving them a useless passive? Spell damage will help their heals scale better.
- With hybrids becoming more popular, having both armor weights give even stats is important to creating those builds so you don't over penetrate for magicka attacks or on the reverse side, feel punished for slotting more magicka skills vs stamina skills, because they have higher weapon damage scaling. ZOS continues to offer hybrid options patch to patch so this seems like the logical next step.
- Dual Wield weapon enchantments updated - simple, just make it so 2 enchantments can proc from 1 tick of damage. This allows your change for Deadly Cloak to go through without effecting players since 1 tick of damage every 2 seconds would fire off both an infused poison/flame enchantment. This won't fix the issue of Weapon/Spell Damage enchants 5 second cooldown not lining up with the 2 second intervals, but an 83% uptime seems good enough if both weapons can at least proc enchants at the same time. This also allows Quick Cloak to become a viable option, Destruction Staff and Bows have an option of 10s or 14s rotations via the 2 morphs of their aoe dots. By fixing enchantments for DW this way, you open up build diversity for players, quick cloak has half the damage, but 40% more duration. Some people prefer that nerf to dps, but an easier 14/15s rotation lining up with other skills. Don't kill build diversity.
- Introduce diminishing returns and front loaded damage proc set scaling - The beginning points of weapon/spell damage offer more than whatever you add after the given threshold. This will lesten the blow to the lower end of players that don't play in an optimized group or have absolutely every piece golded out and jewelry transmuted, while also lowering the absurdly high numbers proc sets should never be able to achieve. I'm sorry, but no one wants to be hit by 1 proc for 15k damage, thats why we have Global Cooldowns and costs to skills, to give players a chance to react and counter. Your changes are allowing ball groups and gankers to seek new avenues to 1 tap targets before they have a chance to do anything. This change also avoids a hard cap some people are asking for since after a certain point, your points invested would barely make a difference. Think about the health scaling sets for a second coupled with Bone Goliath or Vamp Lord where you're freely given 1.5 to 2x your original health. It doesn't make sense to allow health sets to scale that far.
- Battle Spirit Debuff for Proc Sets - Stop trying to balance proc sets 1 way for both game types (pve vs pvp). Parity between the 2 is impossible. Introduce a Battle Spirit nerf directly to proc sets along with the above changes, this would put them in a good place for pvp, while allowing pve proc sets to thrive. With the new scaling and diminishing returns proposed, I'm not saying another -50% is justified, that would kill them off completely, but I could easily see -20% being reasonable, this is neccessary to allow proc sets to behave differently between the 2 types of content unless you plan to make proc sets crit again since crit rocks in pve, but sucks in pvp, but I don't see many people enjoying that solution either (although those days were fun :P).
- I answered this one with point 3, but I'll add more to point 5 here. I keep seeing people say how easy it is to get 6500+ weapon damage, but they're looking at it from their 1% perspective. Trust me, this part doesn't effect me or most of us on here, but I've seen the complaints here and there. Think about the little guy for a moment. Proc sets aren't OP in pve, they're only a problem in pvp and the above solutions solve that, allowing a player with 3250 spell/weapon damage to get more than only 50% of a damage proc sets tooltip amount is more than reasonable. Without linear scaling, a player with 3250 damage should in theory get more than 50% of a proc sets power, they could get 70% for example. Than at 4500, 85%. 6500, 100%, and then dimishing returns kicks in hard and instead of a player getting +50% for another 3k weapon damage, they'd only get 15%. Potential for higher numbers check, reasonable amount check, lower end players not punished as severely check.
Edited by MashmalloMan on May 4, 2021 1:57AM PC Beta - 2200+ CP
Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit
Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit