At this point they must be trying to drive away the remaining PvP player base. [snip]
Giving burst procs a 1s CD is probably the dumbest thing imaginable and kills the viability of many classes/builds in PvP.
What are you going to do on a stamblade for instance when some dodge roll/cloak spammer doesn't drop into execute from your burst anymore? This just makes the game infinitely worse to play for classes/builds without good undodgeable damage.
Meanwhile on classes with delayed (undodgeable) burst you can just build for max stats (as you benefit from them more than say, stamblade) and time instakill burst to deal with people spamming dodge roll/cloak/streaking away.
Literally no one complained about burst procs (especially the ones with counterplay) before this, apart from the Hrothgar/Dark Convergence that were added previous patch.
Stacking multiple burst procs was already balanced by the weapon/spell damage scaling.
Making most sets hybrid is also a terrible idea.
When everyone is a "hybrid" due to good sets granting both stats, no one is a stamina or a magicka build - just put your attributes into health and there you go, "hybrid".
No meaningful choice whatsoever when making builds and everything starts playing the same way.
[snip]
VaranisArano wrote: »A handful of meme reactions. Please, take it all in good humor.
Now, maybe the delay on burst proc sets will balance the crits out, but I have to confess this one had me scratching my head. Like, we already stopped letting proc sets crit for good reason, yeah?
Not gonna lie, this promise of Dragonknight love leaves me pretty apprehensive for my MagDK main.
Guess we'll see what the patch notes bring.
yknow im usually the optimistic one in my circle when it comes to big updates like this, cp 2.0, companions, scrying, etc., i was always the one to say "maybe it wont be that bad, lets just wait until further updates/pts comes out until we form full thoughts!"
this time i feel completely different, the hybridization, cap, its just...why? as stated previously a page or two ago, we hardly have class identity as it is now - much less if, or when, this goes through. hybrids can be a thing if you really want it to, just make actually decent sets - while easier said than done, that cater to them. dont punish those of us who spend hundreds of hours perfecting a pure mag/stam toon just so hybrids are "viable". give them their time to shine, separately, just like weve had ours.
i just fail to see the reasoning behind this..? trifectas are already hard enough as it is, as they should be, because its a huge deal, why make it harder for the groups that push and dedicate their free time into getting them? reworking trials because of a hard crit cap would be entirely counterintuitive - and frankly, be wasting a lot of time that they could be using to fix other ACTUAL problems in the game.
i love eso to death, have well over 10k hours across my toons and have played since beta on and off, so ive seen some of the worst (and best) moments. i love eso because its simple enough that casual players can get into it, but if you decide to be sweaty, you can do so. dont turn eso into another victim to the mainline series of watering/dumbing down the systems that make the games unique. i just hope a lot of us are wrong and its not as bad as it seems.
"we’ve decided to move forward with a hard cap to Critical Damage and Healing."
A better solution would be a Diminishing Return on crit rating! The more you have, the less crit % you get per crit rating. Lets say soft cap at 30-40% with a hard cap at 50-60%.
With a cap on crit DAMAGE buffs like major/minor force will at some point be stupid or debuffs like brittle or catalyst will be pointless. With a diminishing return on crit CHANCE they will still give you an increase but not as big as they used to.
ZOS_Gilliam wrote: »Proc sets that scale with your Weapon or Spell Damage, Magicka, or Stamina will now once again be able to Critically strike in Update 32.
QuinnTheWolf wrote: »Welp there go the days i ground out medusa 😭😭😭😭😭😭
I hate the crit nerf already, havnt even seen it yet, already know it will be horrible, this move is basicaly smashing minor force, major force, khajiit, hermorage, spears, glacial pressence, deathknell, minor brittle, shadow stone and more into their early graves.... our only hope might be malacaths band of brutality, reduce the crit damage, raise it back up using buffs
HollowDreams wrote: »Can something please be done about overland content...please...Make enemies hit harder, make the big enemies threatening, make traps inside dungeons an actual threat with a possible 1 hit kill mechanic... Don't just focus on PVP do something about overland content i beg you
WrathOfInnos wrote: »The hard cap on critical damage sounds concerning. Will Khajiit's crit damage bonus end up doing nothing in a group with Major Force, Minor Brittle and Elemental Catalyst? Or are Khajiit's passives changing to fit the new system?
Eshkerigal wrote: »I'm worry about crit cap.
What about necro's Death Knell?
Will it increase crit chance above that "hard cap"? And how high this "hard cap" will be? 50%? 70%?
Seraphayel wrote: »Without making Light and Heavy Attacks hybrid, this is going half the way and stopping there. What really stops hybrid builds is that weapons are tied to either Magicka or Stamina. When that limitation is removed, this game can experience a MASSIVE amount of diverse and new builds. Balance doesn't exist right now, so why worry about it then?
Make weapons hybrid as well and everything will be way more fun. And diverse. And unbalanced. But the latter doesn't matter at all.