Silence on Hrothgar. Guess you'll have to slot that instead.
Acuity looks stomped into the ground. Considering it's new proc condition, they needed to shorten the cooldown, not lengthen it. I'm not a PvEer, but I can't see it being used in PvE either. There go vMA boss burn videos.
BalticBlues wrote: »I always wonder how ZOS manages to make
a useful set/skill into a useless set/skill with just one patch.
This is another superb example of "Finetuning with a Sledgehammer".
BroughBreaux wrote: »Proc sets critting again is why this happened. They should have just allowed them to crit in PvE and add a line in battle sprit to prevent them from critting in PvP and leave Mech Acuity alone because it's worthless in PvE and wouldn't affect procs critting there.
StarOfElyon wrote: »This is a good change. Crit strikes shouldn't be guaranteed.
Silence on Hrothgar. Guess you'll have to slot that instead.
Acuity looks stomped into the ground. Considering it's new proc condition, they needed to shorten the cooldown, not lengthen it. I'm not a PvEer, but I can't see it being used in PvE either. There go vMA boss burn videos.
In other thread people mentioned it is actually 13% on PTS, but ignores spell resist.
StarOfElyon wrote: »This is a good change. Crit strikes shouldn't be guaranteed.
Why?
They could be, but with a drawback, like take more damage, abilities cost more resources, etc. This is what makes games like this fun, you gain something while losing something else, and you work around that.
The way they did it with this set is bad... the set is junk now.
BalticBlues wrote: »I always wonder how ZOS manages to make
a useful set/skill into a useless set/skill with just one patch.
This is another superb example of "Finetuning with a Sledgehammer".
Dragonlord573 wrote: »BalticBlues wrote: »I always wonder how ZOS manages to make
a useful set/skill into a useless set/skill with just one patch.
This is another superb example of "Finetuning with a Sledgehammer".
They're doing the same with Thunder Caller. It's a really fun set and it doesn't deal too much damage in PvE. Now? It'll hit for less than a light attack. The DoT had better make up for the massive loss in damage.
Silence on Hrothgar. Guess you'll have to slot that instead.
Acuity looks stomped into the ground. Considering it's new proc condition, they needed to shorten the cooldown, not lengthen it. I'm not a PvEer, but I can't see it being used in PvE either. There go vMA boss burn videos.
In other thread people mentioned it is actually 13% on PTS, but ignores spell resist.
BroughBreaux wrote: »The Mech Acuity change is awful. It's the go to set for ganking because in this tank meta (that's not going anywhere any time soon) it's the only way to even hope to kill them. It's already impossible to gank half the people running around, now it's even harder to kill the other half.
BroughBreaux wrote: »The Mech Acuity change is awful. It's the go to set for ganking because in this tank meta (that's not going anywhere any time soon) it's the only way to even hope to kill them. It's already impossible to gank half the people running around, now it's even harder to kill the other half.
Proc sets critting again is why this happened. They should have just allowed them to crit in PvE and add a line in battle sprit to prevent them from critting in PvP and leave Mech Acuity alone because it's worthless in PvE and wouldn't affect procs critting there.
I'm going to have to sacrifice all my other set bonuses and run 2 crit sets and I still won't get anywhere near where I am on live currently. This is ridiculous
You do realise that essentially being one shot is one sided fun? And maybe that people build defensively so they can have fun playing the game rather than being dead before they can do anything?BroughBreaux wrote: »It's already impossible to gank half the people running around, now it's even harder to kill the other half.
MashmalloMan wrote: »BroughBreaux wrote: »Proc sets critting again is why this happened. They should have just allowed them to crit in PvE and add a line in battle sprit to prevent them from critting in PvP and leave Mech Acuity alone because it's worthless in PvE and wouldn't affect procs critting there.
Proc sets weren't why it was nerfed, although now is a good time to do it, it's been a meta set for many years in pvp. There is very little reason to ever invest into crit chance when you can just invest into crit damage using this 1 set to time your burst window.
It effectively gave you 90% crit chance for 5s and a 16s down time. If we convert that to weapon damage or pen you will see how busted it is:
129 weapon damage = 1478 pen = 3% crit chance
90/3 = 30
30 * 129 = 3870 weapon damage
30 * 1478 = 44340 pen
This is obviously an extreme case where you invest nothing into crit chance, but even if you convert the 90% to 78% for major savagery or 72% for minor savagery, you're still going to get absurd scaling here.
The change hurts it's availability to be 100% ready when you need it. I'm not sure I like the idea behind the new set, but something had to be done about the previous idea behind Acuity.
MashmalloMan wrote: »Dragonlord573 wrote: »BalticBlues wrote: »I always wonder how ZOS manages to make
a useful set/skill into a useless set/skill with just one patch.
This is another superb example of "Finetuning with a Sledgehammer".
They're doing the same with Thunder Caller. It's a really fun set and it doesn't deal too much damage in PvE. Now? It'll hit for less than a light attack. The DoT had better make up for the massive loss in damage.
Thundercaller in pvp did more burst damage than Vateshran 2H. About 30% more for an easy 11-14k tooltip depending on build.
The dot lasted 6s before and they said they added a tick of damage, so I assume it's now 7 ticks (ticks at 0s and 6s for 1 extra).
Using ESO sets for place holder damage.. "1875 Shock Damage and leaving a 4 meter lightning crater at their location for 6 seconds, dealing 393 Shock Damage per second."
Assuming thats 1 blast and 6 ticks for a total of 4233 damage total.
With the changes it would be:
1875 * 0.25 = 468
393 * 1.18 = 464
So the blast does roughly the same as the aoe dot now. Assuming it's 1 blast and 7 ticks that is a total of 3716 damage.
Since this set can crit, you will see a large boost in dps for this set in pve to make up for the total damage nerf. They did say some sets would be nerfed by around 5% to make up for that.
Skullstachio wrote: »Let us fix the problem with a scalpel instead of a hammer shall we: we know that when reaching 5 stacks or when it expires invokes a 25 second cooldown, from which you cannot benefit from the 5-piece in its entirety for that time. All stacks end up getting outright removed upon such which is the pain point from my perspective and what can be done about this? Simple.
In two words: Stack Deterioration.
When you reach 5 stacks or the effect ends, it cannot occur again for 25 seconds. during this time, Mechanical Acuity Stacks will deteriorate by 1 every 4 seconds until there are no more, that way there is some sort of power retention during the cooldown and when the cooldown is finished, it will rinse and repeat.
I know it can work but it depends on how the Combat team sees it, and more importantly, if there is no-one silly enough to try and break what already exists in the current PTS. (Because many good things have been taken from the ESO universe because of people trying to break the games elements. True intelligence speaks aloud when all fools draw silent…)
BroughBreaux wrote: »>there's nothing wrong with 1vX if they can still be toppled by someone who's invested everything into damage
>But this isn't the case because even when I've chased literally every singe damage stat I can, and am as durable as wet tissue paper because of that, I still can't come close to killing them.
>ZOS says damage is too high despite a bunch of people being literally unkillable even when outnumbered 10 to 1
BroughBreaux wrote: »>there's nothing wrong with 1vX if they can still be toppled by someone who's invested everything into damage
>But this isn't the case because even when I've chased literally every singe damage stat I can, and am as durable as wet tissue paper because of that, I still can't come close to killing them.
>ZOS says damage is too high despite a bunch of people being literally unkillable even when outnumbered 10 to 1
This! People don't understand that those of us who go all in for attack have zero defence. And get pissed off when they get killed. But yet its ok for a character to be full on unlikable and yet still land a leap and execute