1 single crystal fragment or assassin's scourge shouldn't deal me damage equal to 1/3 or 1/4 of my life.
If they did that they'd have to adjust the scaling on a lot of things that have taken into account the change in the amount of spell and weapon damage. Honestly, I don't see a problem with the current damage numbers because we still have super tanky foes running around able to absorb an insane amount of damage, and you want to make it harder to take them out?
1 single crystal fragment or assassin's scourge shouldn't deal me damage equal to 1/3 or 1/4 of my life.
Why "shouldn't" it?
ZOS has scaled it specifically so that these skills should do that much damage.
sure, it is really good that no-cp in eu is empty. And try to talk with og players, they'll tell you that the game changes have made this game worse than it was before.
The damage of some skills and in general the damage output is terrible, because it destroys the outnumbered PVP gameplay, and this is a thing that only ESO has. The changes on damage made solo playing impossible, and zergs or ball groups are going to be undefeated. That's really the game you want?
Before this change, you had to build 2 damage sets to deal damage, only 1 wasn't enough. Now you need to build 1 defensive set, to tank 2 players, but you can't do it like it was before. They changed the damage output, and didn't change battle spirit to balance the game like it was before.
You haven't probably played when there were only few sets, years ago. The game was so balanced, the damage output relied on hands of the player, not on sets. You needed to make a good combo to deal damage, you had to keep heals up, kite. Now this is not enough to survive a group.
If they did that they'd have to adjust the scaling on a lot of things that have taken into account the change in the amount of spell and weapon damage. Honestly, I don't see a problem with the current damage numbers because we still have super tanky foes running around able to absorb an insane amount of damage, and you want to make it harder to take them out?
baselesschart wrote: »sure, it is really good that no-cp in eu is empty. And try to talk with og players, they'll tell you that the game changes have made this game worse than it was before.
The damage of some skills and in general the damage output is terrible, because it destroys the outnumbered PVP gameplay, and this is a thing that only ESO has. The changes on damage made solo playing impossible, and zergs or ball groups are going to be undefeated. That's really the game you want?
Before this change, you had to build 2 damage sets to deal damage, only 1 wasn't enough. Now you need to build 1 defensive set, to tank 2 players, but you can't do it like it was before. They changed the damage output, and didn't change battle spirit to balance the game like it was before.
You haven't probably played when there were only few sets, years ago. The game was so balanced, the damage output relied on hands of the player, not on sets. You needed to make a good combo to deal damage, you had to keep heals up, kite. Now this is not enough to survive a group.
People have been running defensive sets way before this change dude. Your approach is wrong. You're never going to tank two players if they are competent with their classes and at executing combos, you just won't so stop trying.
And "years ago" there was a massive proc meta, I'd argue bigger than any recent one we've had. You had people running around wearing nothing but huge damage proc sets, activating one ability and you would be dead. It was more balanced in the sense that warden and necro weren't a thing so there is that. If they weren't running procs they were likely running some op tank build.
There are a multitude of different reasons as to why you can't solo, some are in your control and some aren't. Like I have stated above, you against several good players in a group, you are not going to win that fight. You will either die or have to forfeit that fight. That's not new either, you have never been able to solo good players, you have to cross your fingers and hope you're fighting potatoes.
I'm not talkin about good players. It always been hard (almost impossible) to play aginst 2 good players. The problem is that now, even playing against bad players is super hard. Before these changes you could survive 5-6 players, now you just can't. And that's it. The damage output has increased. Solo playing in cyrodil is dead. You are all happy zerging and using group heals with 30k health and armor.
I know the patch you mean, when reverbatinf bash with tremorscale could oneshoot you. And i won't say this was a good patch. I'm talking about good ones, with few normal and moster sets available.
baselesschart wrote: »I'm not talkin about good players. It always been hard (almost impossible) to play aginst 2 good players. The problem is that now, even playing against bad players is super hard. Before these changes you could survive 5-6 players, now you just can't. And that's it. The damage output has increased. Solo playing in cyrodil is dead. You are all happy zerging and using group heals with 30k health and armor.
I know the patch you mean, when reverbatinf bash with tremorscale could oneshoot you. And i won't say this was a good patch. I'm talking about good ones, with few normal and moster sets available.
1vxing 5-6 players will be hard, I can't think of a time it was easy to be honest. Even soloing bad players can be hard because its not hard to lay down damage in numbers. Just the other day I had 5 potatoes trying to kill me but I still managed to kill all of them. You just have to be aware of your surroundings and your resource management to sustain that fight. Solo isn't dead, not yet anyways, they keep killing a part of it every patch.
baselesschart wrote: »I'm not talkin about good players. It always been hard (almost impossible) to play aginst 2 good players. The problem is that now, even playing against bad players is super hard. Before these changes you could survive 5-6 players, now you just can't. And that's it. The damage output has increased. Solo playing in cyrodil is dead. You are all happy zerging and using group heals with 30k health and armor.
I know the patch you mean, when reverbatinf bash with tremorscale could oneshoot you. And i won't say this was a good patch. I'm talking about good ones, with few normal and moster sets available.
1vxing 5-6 players will be hard, I can't think of a time it was easy to be honest. Even soloing bad players can be hard because its not hard to lay down damage in numbers. Just the other day I had 5 potatoes trying to kill me but I still managed to kill all of them. You just have to be aware of your surroundings and your resource management to sustain that fight. Solo isn't dead, not yet anyways, they keep killing a part of it every patch.
You just can't overheal 2-3 players using their spammable on you, even if they are terrible at the game. It's as if they had lowered the skill gap between players. Anyway it's their problem if their game is dying.
baselesschart wrote: »You just can't overheal 2-3 players using their spammable on you, even if they are terrible at the game. It's as if they had lowered the skill gap between players. Anyway it's their problem if their game is dying.
If you main a warden or necro you could probably heal through that long enough to execute a combo to kill one of the players. As for me who plays a nightblade I don't have that option to sit and heal through damage so LoS is the solution. Honestly a big part of 1vx is stringing them out one by one and making something like a 1v5 more like 5 1v1s.
If you trying to overheal 2-3 players you are that «terrible player». Good pvp players killing enemies one by one, or with right timing and aoe burst. This «look I have 40k mitigation and 40k HP with insane healing» people not good pvpers at all. So hight damage is good for pvp actually
https://www.youtube.com/watch?v=R4ZNyYUguy4
try to go offensive against more than 2 players. Having to run all the time is not 1 v x.
TheEndBringer wrote: »Damage is too low if anything since they reintroduced the ability to build a tank while outputting high damage. Nothing like a 32k DK leading 6+ in a game of ring around the rosey before dropping a 15k take leap.
TheEndBringer wrote: »Damage is too low if anything since they reintroduced the ability to build a tank while outputting high damage. Nothing like a 32k DK leading 6+ in a game of ring around the rosey before dropping a 15k take leap.
Urzigurumash wrote: »TheEndBringer wrote: »Damage is too low if anything since they reintroduced the ability to build a tank while outputting high damage. Nothing like a 32k DK leading 6+ in a game of ring around the rosey before dropping a 15k take leap.
You know us Console StamDKs been waiting 6.5 years for a patch like this. So far this patch it seems fair to say DK gained the most, NB lost the most, which I guess was predictable from the patch notes. I think it's always in NB's interest to have damage as high as possible. I thought damage (and healing) was definitely too high last patch, but it might just be because of DC, the first version of Hrothgar, etc., leaving that general impression.
If NB should be the best at ganking, DK should be the best at dealing damage while tanking.
TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Damage is too low if anything since they reintroduced the ability to build a tank while outputting high damage. Nothing like a 32k DK leading 6+ in a game of ring around the rosey before dropping a 15k take leap.
You know us Console StamDKs been waiting 6.5 years for a patch like this. So far this patch it seems fair to say DK gained the most, NB lost the most, which I guess was predictable from the patch notes. I think it's always in NB's interest to have damage as high as possible. I thought damage (and healing) was definitely too high last patch, but it might just be because of DC, the first version of Hrothgar, etc., leaving that general impression.
If NB should be the best at ganking, DK should be the best at dealing damage while tanking.
That was one example I gave. Necros tankier than ever, leading gangs around obstacles then wiping them with two skills.
Last patch had a great balance imo other than dark convergence.
People already complaining about Caluurions but that is all nightblades have to come close to killing anyone.
I tested two full damage set ups. One had me over 8k damage and 12k+ pen. The other had me at 7.7k damage and 17k pen. Those should have made it possible to kill most builds but it failed because NBs need burst to take down anyone and all the damage and pen in the world can't overcome the nerfs to crit. We needed crit to compete.
Killing crit % and damage really put us in a hard spot. And no one likes using Caluurions.
Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Damage is too low if anything since they reintroduced the ability to build a tank while outputting high damage. Nothing like a 32k DK leading 6+ in a game of ring around the rosey before dropping a 15k take leap.
You know us Console StamDKs been waiting 6.5 years for a patch like this. So far this patch it seems fair to say DK gained the most, NB lost the most, which I guess was predictable from the patch notes. I think it's always in NB's interest to have damage as high as possible. I thought damage (and healing) was definitely too high last patch, but it might just be because of DC, the first version of Hrothgar, etc., leaving that general impression.
If NB should be the best at ganking, DK should be the best at dealing damage while tanking.
That was one example I gave. Necros tankier than ever, leading gangs around obstacles then wiping them with two skills.
Last patch had a great balance imo other than dark convergence.
People already complaining about Caluurions but that is all nightblades have to come close to killing anyone.
I tested two full damage set ups. One had me over 8k damage and 12k+ pen. The other had me at 7.7k damage and 17k pen. Those should have made it possible to kill most builds but it failed because NBs need burst to take down anyone and all the damage and pen in the world can't overcome the nerfs to crit. We needed crit to compete.
Killing crit % and damage really put us in a hard spot. And no one likes using Caluurions.
Yeah. That sort of gets to the point of this post, not being able to take players down on NB like you should be - a player can put on a Weapon Damage set and increase their damage output / offensive-scaled heals by 10%, or put on a defensive set and increase their mitigation by 20%. An alternative perhaps, which I've thought was a good idea for a while, is to simply increase the base mitigation of all armor, to shake players off defensive sets, off Vamp Stage 3, etc. All of these things would become relatively weaker if base mitigation were increased. Healing would definitely need a bit more reduction in Battlespirit though.
Obviously I'm on StamDK, I would never want the Weapon Damage stat to be lower, but my experience in last patch was that TTK was quite good in Cyro minus the new proc sets, but a bit too short in BGs, compared to what I remember as the most enjoyable / skillful patches in BGs.
I know nothing about playing NB. Perhaps you're putting too much into Damage and Penetration and not Crit Chance? I see other players have caught on to the reality that with the additional 1k Weapon Damage, we can run less Stam than before with the same damage output. Incidentally this also allows players to invest more into Stam Regen over Max Stam - which makes Vamp Stage 3 more tolerable.
TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Urzigurumash wrote: »TheEndBringer wrote: »Damage is too low if anything since they reintroduced the ability to build a tank while outputting high damage. Nothing like a 32k DK leading 6+ in a game of ring around the rosey before dropping a 15k take leap.
You know us Console StamDKs been waiting 6.5 years for a patch like this. So far this patch it seems fair to say DK gained the most, NB lost the most, which I guess was predictable from the patch notes. I think it's always in NB's interest to have damage as high as possible. I thought damage (and healing) was definitely too high last patch, but it might just be because of DC, the first version of Hrothgar, etc., leaving that general impression.
If NB should be the best at ganking, DK should be the best at dealing damage while tanking.
That was one example I gave. Necros tankier than ever, leading gangs around obstacles then wiping them with two skills.
Last patch had a great balance imo other than dark convergence.
People already complaining about Caluurions but that is all nightblades have to come close to killing anyone.
I tested two full damage set ups. One had me over 8k damage and 12k+ pen. The other had me at 7.7k damage and 17k pen. Those should have made it possible to kill most builds but it failed because NBs need burst to take down anyone and all the damage and pen in the world can't overcome the nerfs to crit. We needed crit to compete.
Killing crit % and damage really put us in a hard spot. And no one likes using Caluurions.
Yeah. That sort of gets to the point of this post, not being able to take players down on NB like you should be - a player can put on a Weapon Damage set and increase their damage output / offensive-scaled heals by 10%, or put on a defensive set and increase their mitigation by 20%. An alternative perhaps, which I've thought was a good idea for a while, is to simply increase the base mitigation of all armor, to shake players off defensive sets, off Vamp Stage 3, etc. All of these things would become relatively weaker if base mitigation were increased. Healing would definitely need a bit more reduction in Battlespirit though.
Obviously I'm on StamDK, I would never want the Weapon Damage stat to be lower, but my experience in last patch was that TTK was quite good in Cyro minus the new proc sets, but a bit too short in BGs, compared to what I remember as the most enjoyable / skillful patches in BGs.
I know nothing about playing NB. Perhaps you're putting too much into Damage and Penetration and not Crit Chance? I see other players have caught on to the reality that with the additional 1k Weapon Damage, we can run less Stam than before with the same damage output. Incidentally this also allows players to invest more into Stam Regen over Max Stam - which makes Vamp Stage 3 more tolerable.
If you run thief mundus with all divines you get about 10%, which still only puts me at 35%. If I wear leviathan, I get about 5%. I've however sacrificed so much damage and pen to get over 40% crit chance that most of my attacks do little to no damage.
The reason mechanical worked is it circumvented the nerf to crit chance. Before they dumped the %, you could wear heartland and new moon and compete with 50% crit. After that patch the same build put me at 30%. That's why I had to begrudgingly use MA until this patch.
Now it's Caluurions. It's the only way to make up that damage drop and the massive increase to tankiness.
I use vamp 3 but I really think they should replace the damage mitigation with something else. Every dk, warden and necro I know is on stage 3 all the time and it keeps them from getting killed in situations where they absolutely should die.
TheEndBringer wrote: »What we could do is mathematically decrease damage output the higher resistances. So beginning at 28k armor you lose 1% damage. Cap it at 35k armor, where you lose 25% damage.
That's just off the top of my head. I'm sure it's not perfect.
I share the annoyance with healing. The amount of times I burst someone down to 5% health but as soon as they break free they hit one skill and go to 100%.