xylena_lazarow wrote: »Nerfing crit chance and crit resistance while buffing crit damage have all indirectly massively buffed Acuity. The set is far more powerful than when it was released. Nerf worthy? I don't know, I doubt that would put a dent in the stealth burst meta. At the very least they should do something about the Overload desync gank.
Lughlongarm wrote: »Some gank builds use Acuity? So what? It's not even meta. Most NB gank builds relay on stealth crits not Acuity.
TheEndBringer wrote: »VD is the biggest issue. It got buffed to the point it's been run by non bombers.
MA is a bs set but what can you do.
Crit damage is fine where it is. Free auto crit damage for 5 seconds is bs.
Shadow Disguise is not the issue. First off it's buggy as hell. Half the time my next attack doesn't crit. Secondly, I'm usually hitting ambush first, not incap. Even if I do crit my incap it's rarely a one shot. I rely on balorgh for the execute.
Calling for NB nerf when it's only one subset of NB playstyle is not fair to those of us who live and die on single target damage. I'm not wiping out whole groups with free damage, hitting skills exactly when the game tells me to. Seriously, bombing right now is even easier than running warden.
TheEndBringer wrote: »VD is the biggest issue. It got buffed to the point it's been run by non bombers.
MA is a bs set but what can you do.
Crit damage is fine where it is. Free auto crit damage for 5 seconds is bs.
Shadow Disguise is not the issue. First off it's buggy as hell. Half the time my next attack doesn't crit. Secondly, I'm usually hitting ambush first, not incap. Even if I do crit my incap it's rarely a one shot. I rely on balorgh for the execute.
Calling for NB nerf when it's only one subset of NB playstyle is not fair to those of us who live and die on single target damage. I'm not wiping out whole groups with free damage, hitting skills exactly when the game tells me to. Seriously, bombing right now is even easier than running warden.
I used to run VD on non bombers before the proc changes. It was fairly decent on magplar, where you often were up close on top of multiple people fighting, so killing one would potentially drop the group.
Now, I doubt I run VD on anything but a bomber. You have to sacrifice too much to stack spell damage to get anywhere near a good amount of damage with the set.
StaticWave wrote: »Acuity isn’t the problem. Low critical resistance and absurdly high damage is the problem. Give us back our crit resist and remove the 1k weapon/spell dmg, and you would see a huge improvement.
StaticWave wrote: »Acuity isn’t the problem. Low critical resistance and absurdly high damage is the problem. Give us back our crit resist and remove the 1k weapon/spell dmg, and you would see a huge improvement.
Crit res is higher than before impen nerf, because everyone have 20% crit resistance now.
YandereGirlfriend wrote: »StaticWave wrote: »Acuity isn’t the problem. Low critical resistance and absurdly high damage is the problem. Give us back our crit resist and remove the 1k weapon/spell dmg, and you would see a huge improvement.
Crit res is higher than before impen nerf, because everyone have 20% crit resistance now.
They probably mean Critical Resistance relative to how it was before.
Especially if you play in CP formats the deck is currently very stacked in favor of Critical Damage.
There are many more accessible means of stacking it that did not exist prior to a few patches ago.
StaticWave wrote: »Acuity isn’t the problem. Low critical resistance and absurdly high damage is the problem. Give us back our crit resist and remove the 1k weapon/spell dmg, and you would see a huge improvement.
Crit res is higher than before impen nerf, because everyone have 20% crit resistance now.
TheEndBringer wrote: »So first it was people (rightfully) complaining about the tank meta. People are too tanky. Too hard to kill. But still putting out massive damage.
The community wanted change. They got it. And they should have because being a tank should not also let you kill left and right.
So now we have a system where people are easier to kill. Now it's nerf nightblades. Nerf crit. Blah blah because it's MYM.
Mechanical Aquity is a bs set and causes severe imbalances but guess what, in a couple months we can all choose a no proc camp. I'm a stamblade and I'll be in no proc in a heartbeat.
Stop trying to nerf crit. It's perfectly fine now. Unless you want to go back to everyone running malacath and then you'll just complain about that.
WrathOfInnos wrote: »YandereGirlfriend wrote: »StaticWave wrote: »Acuity isn’t the problem. Low critical resistance and absurdly high damage is the problem. Give us back our crit resist and remove the 1k weapon/spell dmg, and you would see a huge improvement.
Crit res is higher than before impen nerf, because everyone have 20% crit resistance now.
They probably mean Critical Resistance relative to how it was before.
Especially if you play in CP formats the deck is currently very stacked in favor of Critical Damage.
There are many more accessible means of stacking it that did not exist prior to a few patches ago.
In PVE yes, but I don’t believe things like Elemental Catalyst and Minor Brittle are used much in PVP (maybe in very coordinated groups for large battles, but I haven’t seen it). In BGs it’s uncommon to even see Major Force from Warhorn in random groups.
For CP enabled content there is Fighting Finesse for 10% and Backstabber for 15%. That’s 25% total with a massive limitation of behind behind the enemy. The previous CP system allowed 25% from Elfborn with no positional requirements, and cost the same 100 points as FF + BS combined.
As for defending against it, seems to be easy enough, but most are not bothering to change their builds (myself included, still in 7 divines because I’m too lazy to go Impen). For comparison, 7 divines adds 7% crit damage (with Shadow), while 7 impen IIRC provides 27% crit reduction. That’s almost 4X the bonus, but many builds haven’t bothered to spend the transmutes since they avoided Impen during the Malacath meta.
In addition to Impen, Impregnable set gives 25% crit resistance, enough to counter Finesse + Backstabber or Catalyst + Brittle.
Transmutation is another great option, providing 21% crit resistance to the whole group. This one set alone more than counters full uptime of Major Force if the enemy has multiple Warhorns or the new Saxlheel set.
More than I intended to write here . I just hope players are trying some of these options before complaining about Acuity or crit damage. It’s on the individual to adapt.
YandereGirlfriend wrote: »WrathOfInnos wrote: »YandereGirlfriend wrote: »StaticWave wrote: »Acuity isn’t the problem. Low critical resistance and absurdly high damage is the problem. Give us back our crit resist and remove the 1k weapon/spell dmg, and you would see a huge improvement.
Crit res is higher than before impen nerf, because everyone have 20% crit resistance now.
They probably mean Critical Resistance relative to how it was before.
Especially if you play in CP formats the deck is currently very stacked in favor of Critical Damage.
There are many more accessible means of stacking it that did not exist prior to a few patches ago.
In PVE yes, but I don’t believe things like Elemental Catalyst and Minor Brittle are used much in PVP (maybe in very coordinated groups for large battles, but I haven’t seen it). In BGs it’s uncommon to even see Major Force from Warhorn in random groups.
For CP enabled content there is Fighting Finesse for 10% and Backstabber for 15%. That’s 25% total with a massive limitation of behind behind the enemy. The previous CP system allowed 25% from Elfborn with no positional requirements, and cost the same 100 points as FF + BS combined.
As for defending against it, seems to be easy enough, but most are not bothering to change their builds (myself included, still in 7 divines because I’m too lazy to go Impen). For comparison, 7 divines adds 7% crit damage (with Shadow), while 7 impen IIRC provides 27% crit reduction. That’s almost 4X the bonus, but many builds haven’t bothered to spend the transmutes since they avoided Impen during the Malacath meta.
In addition to Impen, Impregnable set gives 25% crit resistance, enough to counter Finesse + Backstabber or Catalyst + Brittle.
Transmutation is another great option, providing 21% crit resistance to the whole group. This one set alone more than counters full uptime of Major Force if the enemy has multiple Warhorns or the new Saxlheel set.
More than I intended to write here . I just hope players are trying some of these options before complaining about Acuity or crit damage. It’s on the individual to adapt.
Some others have chimed in to address some topics before me but I did just want to mention that Saxhleel has actually become a staple in many ball groups in Cyrodiil and that I actually run Catalyst (as well as a means of reliably inflicting Minor Brittle) to stack along with it.
Ball groups can and do basically stack Critical Damage as high as trial groups - up to like a +150% modifier in Non-CP formats (which is what I play in and all that I have experience with) depending upon the precise race and class combination in question (and Khajiit Nightblades are popular bomber choices). In Non-CP, Critical Resistance maxes out at -85% (20% base + Impenetrable + Transmutation + Sturdy Horn) without resorting to Impregnable so the advantage remains decidedly with the attacker.
That said, I love that Critical stacking has become a viable option for dealing damage for various types of playstyles. I would just like to see some additional options to defend against it in PvP as well.
And not even necessarily for ball groups fighting other ball groups but more for the average zone or small-scale player who doesn't have a dedicated healer running Transmutation and Wizard's Riposte for them. They need Critical Resistance buffs tied to actual in-game abilities to defend themselves from ganking and unlucky dice rolls against other normal players.
We already have Minor Enervation (though it's tied to questionable sources) and it should be accompanied by a Major Enervation debuff as well. On top of that, I wouldn't mind seeing buffs tied to the Major/Minor system that increase player Critical Resistance.
And, best of all, none of that would touch on PvE since all of the above buffs and debuffs would be entirely irrelevant to that content.
Impregnable is outright bad because it does nothing against players who don't crit. I don't even understand why it sells so high.