milllaurie wrote: »I do not agree at all. This current balance is the most satisfying in the history of eso. Everyone is killable but you can still survive if you are good.
Fighting outnumbered is actually challenging now, compared to the days of 7th+fury meta when you could just outheal 10 people.
If you take critical damage away from nbs they have nothing else left. They do not have any delayed burst like every other class (apart from Stamdk) does.
Try running critical riposte backbar if you are struggling.
We just got finished overhauling it so that it wouldn't be the default BiS option in all cases. It's at a point now where it is a legit tradeoff. Impen now sits in that magic place where it's not worthless and it's not the obvious choice. This is what I like to call "balance".
Alternatively: If you run 7 impen you should be getting about the same amount as benefit as if you ran 7 divines (assuming shadow mundus). (or any other trait, but using divines for the direct comparison here)If you run 7 impen you should be rolling in crit resist, not running at an acceptable amount with it and being grossly under equipped without it.
Buffing impen and making it the only armour trait choice again would be changing every build just to defend against the one highlighted as an issue in the original post. Sure it isn't a heavy investment, but its still changing everyone else to address one problem. Furthermore, it would also have the effect of dooming any other class that may decide to run a crit build, or indirectly relies on crit passives, even though in most other cases these builds are not overperforming. Realistically I wouldn't mind seeing crit be more viable for other classes, especially given that in general crit builds are mutually exclusive with proc builds.it makes more sense to balance 1 ability or build than make every build in the game have to be heavily invested in to countering a handful of overperforming skills
milllaurie wrote: »I do not agree at all. This current balance is the most satisfying in the history of eso. Everyone is killable but you can still survive if you are good.
Fighting outnumbered is actually challenging now, compared to the days of 7th+fury meta when you could just outheal 10 people.
If you take critical damage away from nbs they have nothing else left. They do not have any delayed burst like every other class (apart from Stamdk) does.
Try running critical riposte backbar if you are struggling.
Nightblades without their insane crit still have easily and by far the best evasive skills in the game with both cloak and shade, they have merciless/relentless instead of a delayed damage which after the absurd 20% damage boost the cheapest ult in the game gives hits as hard as 2 delayed damage abilities. Nightblades only drawback was their weak healing which has become a non issue with how strong healing is now. Impen changes were implemented before CP 2.0.
Ragnaroek93 wrote: »milllaurie wrote: »I do not agree at all. This current balance is the most satisfying in the history of eso. Everyone is killable but you can still survive if you are good.
Fighting outnumbered is actually challenging now, compared to the days of 7th+fury meta when you could just outheal 10 people.
If you take critical damage away from nbs they have nothing else left. They do not have any delayed burst like every other class (apart from Stamdk) does.
Try running critical riposte backbar if you are struggling.
Nightblades without their insane crit still have easily and by far the best evasive skills in the game with both cloak and shade, they have merciless/relentless instead of a delayed damage which after the absurd 20% damage boost the cheapest ult in the game gives hits as hard as 2 delayed damage abilities. Nightblades only drawback was their weak healing which has become a non issue with how strong healing is now. Impen changes were implemented before CP 2.0.
If it would just be possible to somehow hit both Incap and Relentless in a row...
I mean you even complain about the tank meta by yourself but start complaining about the only kill condition which a Nb has. Because they won't kill you at all if they can't burst you since ZOS already nerfed the class so much and doesn't allow it to have any pressure or any counters to block, dodge and healing...
Ragnaroek93 wrote: »milllaurie wrote: »I do not agree at all. This current balance is the most satisfying in the history of eso. Everyone is killable but you can still survive if you are good.
Fighting outnumbered is actually challenging now, compared to the days of 7th+fury meta when you could just outheal 10 people.
If you take critical damage away from nbs they have nothing else left. They do not have any delayed burst like every other class (apart from Stamdk) does.
Try running critical riposte backbar if you are struggling.
Nightblades without their insane crit still have easily and by far the best evasive skills in the game with both cloak and shade, they have merciless/relentless instead of a delayed damage which after the absurd 20% damage boost the cheapest ult in the game gives hits as hard as 2 delayed damage abilities. Nightblades only drawback was their weak healing which has become a non issue with how strong healing is now. Impen changes were implemented before CP 2.0.
If it would just be possible to somehow hit both Incap and Relentless in a row...
I mean you even complain about the tank meta by yourself but start complaining about the only kill condition which a Nb has. Because they won't kill you at all if they can't burst you since ZOS already nerfed the class so much and doesn't allow it to have any pressure or any counters to block, dodge and healing...
…..aspect of terror, turn evil
Lughlongarm wrote: »You need one healer in a group to run
Robes of Transmutation+ Critical Riposte = over 30% crit reduction to all enemies.
YandereGirlfriend wrote: »Thoughts on using Minor Enervation strike me as wise.
We also need a Major Enervation and we need those debuffs to be sourced from abilities in addition to more and better sets.
Right now you can only get them two sets and Poisons and that is simply far too limited.Lughlongarm wrote: »You need one healer in a group to run
Robes of Transmutation+ Critical Riposte = over 30% crit reduction to all enemies.
This is true but neither of these sets will work against the first tick of damage against you. So if that tick happens to be like an Acuity + Harmony Gravity Crush then you will be deleted before those sets ever kick in.
Critical Riposte is also the lesser Minor Enervation set since it has a cooldown. Nearly any group will purge that and then your set will be useless. Wizard's Riposte is the way to go.
milllaurie wrote: »I do not agree at all. This current balance is the most satisfying in the history of eso. Everyone is killable but you can still survive if you are good.
Fighting outnumbered is actually challenging now, compared to the days of 7th+fury meta when you could just outheal 10 people.
If you take critical damage away from nbs they have nothing else left. They do not have any delayed burst like every other class (apart from Stamdk) does.
Try running critical riposte backbar if you are struggling.
Nightblades without their insane crit still have easily and by far the best evasive skills in the game with both cloak and shade, they have merciless/relentless instead of a delayed damage which after the absurd 20% damage boost the cheapest ult in the game gives hits as hard as 2 delayed damage abilities. Nightblades only drawback was their weak healing which has become a non issue with how strong healing is now. Impen changes were implemented before CP 2.0.
Maybe it's time to introduce a few new major/minor buffs/debuffs to resolve this issue.
Major/minor force doesn't have a defensive counterpart, whereas most other major/minor buffs do. With the recent addition of major/minor brittle as well, a new debuff could be added to balance that out as well.
This would provide counterplay to the aforementioned crit damage power creep going on, without having to rework existing mechanics. It would also provide direct complements to the existing major/minor force and brittle as to "complete the set" if you will, as is the case with major/minor breach and resolve.
Example of what I'm talking about:
Major agitation: reduce a targets crit damage by 20%
Minor agitation: reduce a targets crit damage by 10%
Major bolster: reduce crit damage taken by 20%
Minor bolster: reduce crit damage taken by 10%
Lughlongarm wrote: »Maybe it's time to introduce a few new major/minor buffs/debuffs to resolve this issue.
Major/minor force doesn't have a defensive counterpart, whereas most other major/minor buffs do. With the recent addition of major/minor brittle as well, a new debuff could be added to balance that out as well.
This would provide counterplay to the aforementioned crit damage power creep going on, without having to rework existing mechanics. It would also provide direct complements to the existing major/minor force and brittle as to "complete the set" if you will, as is the case with major/minor breach and resolve.
Example of what I'm talking about:
Major agitation: reduce a targets crit damage by 20%
Minor agitation: reduce a targets crit damage by 10%
Major bolster: reduce crit damage taken by 20%
Minor bolster: reduce crit damage taken by 10%
Its already exists - Minor Enervation.
Basically don't change much. Transmute and Impregnable Armor can just be changed to Major Enervation.
Lughlongarm wrote: »Maybe it's time to introduce a few new major/minor buffs/debuffs to resolve this issue.
Major/minor force doesn't have a defensive counterpart, whereas most other major/minor buffs do. With the recent addition of major/minor brittle as well, a new debuff could be added to balance that out as well.
This would provide counterplay to the aforementioned crit damage power creep going on, without having to rework existing mechanics. It would also provide direct complements to the existing major/minor force and brittle as to "complete the set" if you will, as is the case with major/minor breach and resolve.
Example of what I'm talking about:
Major agitation: reduce a targets crit damage by 20%
Minor agitation: reduce a targets crit damage by 10%
Major bolster: reduce crit damage taken by 20%
Minor bolster: reduce crit damage taken by 10%
Its already exists - Minor Enervation.
Basically don't change much. Transmute and Impregnable Armor can just be changed to Major Enervation.
Totally spaced on enervation. But AFAIK, there is no major/minor buff as the defensive counterpart to force, that reduces incoming crit damage.
Lughlongarm wrote: »I think this all issue got nothing to do with the crit system itself which seems more or less balanced. Its got more to do with opening strike from of stealth/crouch attacks, which is its own thing. Opening strike crit the target , CC the target and gets extra damage in PVE. For PVE I get get it, they want the assassin play style to feel rewarding, but for PvP, its an issue. Every gank for every gank build ever, starts from stealth/crouch . ZOS should give more tools that boost defenses vs stealth attacks.
Kinda like Radiant Magelight - "While slotted you gain Major Prophecy, increasing your Spell Critical rating by 2629. You also prevent the stun from stealth attacks for you and nearby allies." Let's say it was an active buff that would also add reduce opening strike damage by 30%. Put this buff on other sources so players will have options.
I think this kind of solution is much better than going back to "crit is a dead stat for PvP" meta we had for such a long time.
Lughlongarm wrote: »I think this all issue got nothing to do with the crit system itself which seems more or less balanced. Its got more to do with opening strike from of stealth/crouch attacks, which is its own thing. Opening strike crit the target , CC the target and gets extra damage in PVE. For PVE I get get it, they want the assassin play style to feel rewarding, but for PvP, its an issue. Every gank for every gank build ever, starts from stealth/crouch . ZOS should give more tools that boost defenses vs stealth attacks.
Kinda like Radiant Magelight - "While slotted you gain Major Prophecy, increasing your Spell Critical rating by 2629. You also prevent the stun from stealth attacks for you and nearby allies." Let's say it was an active buff that would also add reduce opening strike damage by 30%. Put this buff on other sources so players will have options.
I think this kind of solution is much better than going back to "crit is a dead stat for PvP" meta we had for such a long time.
Mage light and expert hunter should give a buff called something like true sight - shows the caster all stealthed targets within 20-25m for x seconds, instead if the garbage tiny aoe that reveals for next to no time.
Lughlongarm wrote: »Maybe it's time to introduce a few new major/minor buffs/debuffs to resolve this issue.
Major/minor force doesn't have a defensive counterpart, whereas most other major/minor buffs do. With the recent addition of major/minor brittle as well, a new debuff could be added to balance that out as well.
This would provide counterplay to the aforementioned crit damage power creep going on, without having to rework existing mechanics. It would also provide direct complements to the existing major/minor force and brittle as to "complete the set" if you will, as is the case with major/minor breach and resolve.
Example of what I'm talking about:
Major agitation: reduce a targets crit damage by 20%
Minor agitation: reduce a targets crit damage by 10%
Major bolster: reduce crit damage taken by 20%
Minor bolster: reduce crit damage taken by 10%
Its already exists - Minor Enervation.
Basically don't change much. Transmute and Impregnable Armor can just be changed to Major Enervation.
Totally spaced on enervation. But AFAIK, there is no major/minor buff as the defensive counterpart to force, that reduces incoming crit damage.
TheEndBringer wrote: »You guys are ridiculous. A skill that kills crit damage by 20%? Everyone just runs malacath because you just killed crit.
My crit % is like 35%. I get one guaranteed crit SOMETIMES (because it bugs out a lot) and that is usually ambush, not incap. Crit chance and damage have already been nerfed.
Bombers run a set to get crit kills. So maybe Mechanical Aquity is your beef. Without it they can't crit five attacks in a row.
I'll be the first to tell you bombing is out of control right now. So ask them to adjust VD so it actually takes effort to bomb rather than what you have right now where the game tells you when to fire what skills and when to perfectly jump into the fray.
A skill that reveals all stealthed enemies for 20 meters? You're killing the one thing that makes NBs unique because you don't want to get caught being lazy (no offense but true). A vast majority of NB builds are easily killed. If you want to stop us from sneaking away, hit us with a dot like Haunting Curse.
We are easy to avoid. Watch your flank. Stay with group. Don't stack on targets. If you're running around with 22k health you WILL be targeted.
Every class currently has the ability to defend against NBs. It's just a matter of compromising on your bars and/or gear.