MindOfTheSwarm wrote: »Nerfing Crit chance as much as they have had made it more important to run sets such as Mother’s Sorrow. Killing any chance to alternatives. My move from here would be to buff the Thief Mundus. But at the same time reduce base Crit Damage down to 25%. Also, I would buff either weapon damage and spell damage bonuses on sets or buff the Warrior/Apprentice/Mage etc. This way you close the gap between base damage and Crit damage but also not making it necessary to run Crit chance sets to Crit at all. This would allow people to run sets that require a Crit to trigger an effect without being bottlenecks into running a Crit chance set.
master_vanargand wrote: »Critical chance are already nerfed.
Thief nerf, dagger nerf, mid armor nerf, critical sets nerf ...
Critical chance have been nerfed many times in the past.
Do not weaken it any further.
Personally, my take on the matter is, until Weapon / Spell Damage come in line with crit damage, the number of viable builds / sets will continue to be low. Stacking Weapon or Spell damage should give equal results to stacking crit, and in doing so, would make a huge selection of gear sets and combinations viable. I don't feel crit needs to be nerfed, just that other ways of achieving that same level of damage be made available.
Builds with all crit, or all Spell/Weapon damage, or 1/2 & 1/2 of each builds... should all provide similar damage/healing results IMHO.
RandomKodiak wrote: »They did nerf crit chance a few patches back, around the first of the year. That being said where I do not disagree with the original post or the first response, you run into the same problem we always do with these types of ideas in that you would throw PvP into complete disarray with more weapon/spell damage, while nerfing the hell out of PvE. Until they can figure out/ decide to balance the two seperately it is going to stay weapon/spell over crit in PvP and Crit over W/S damage in PvE. As I said I have no problems making even more sets viable for more build diversity but not sure what the answer is right now. There are more viable choices than ever before right now this patch has done a lot and more would be even better just not sure how they can do it.
@Waseem The current high damage builds are all running pretty much the same sets. And all are running Mother’s Sorrow or Medusa for the most part. The nerf to Crit chance made these sets even more needed and a requirement for certain guilds. Nerfing Crit chance was a bad move. Not once in my post did I say that DPS numbers were any different or that damage numbers were nerfed. My point was that the nerf to Crit chance in past patches has pushed people in building for Crit chance more than ever before and as a result has made other options obsolete for the most part.nerf?
we used to do trials with 12k dps, now randoms do 90k dps
come back in 2 years and players will be doing 250k dps
what nerf?
MindOfTheSwarm wrote: »I personally believe that players should be able to reach 50% Crit Chance under the following conditions:
Player is not wearing any sets with Crit Chance.
Player is not holding a Precise Weapon.
Player has Major Savagery/Prophecy.
Player has Thief Mundus all in Divines.
Under these circumstance a player would have 50% chance to deal 25% more Crit Damage with my suggest nerf to Crit Damage.
Players that run one set with Crit Chance and Precise weapons would then choose The Warrior or Apprentice Mundus instead as they have got most of their Crit Chance from sets.
Finally Shadow Mundus would be for people who go full Crit and have high Crit chance.
By nerfing base Crit to 25%, Crit is no longer the be all and end all of builds. Furthermore it makes Crit Resistance less of an absolute must in PVP.
On the flip side buffing Crit Chance opens up other options without it being op since Crit Damage has been nerfed.
MindOfTheSwarm wrote: »Still silly that a toon has 20% chance to Crit unless wearing Crit Chance sets.
MindOfTheSwarm wrote: »Still silly that a toon has 20% chance to Crit unless wearing Crit Chance sets.
What's silly about needing to build for a specific stat? Why should anyone who isn't building for crit chance have an abundance of it.
By that same logic, it's silly that I just don't get to the physical and spell resistance cap by just wearing any gear I want. Why should I have less than 20K resistances in light armor. Should be 32K while I wear full damage sets and nothing defensive.
Dagoth_Rac wrote: »MindOfTheSwarm wrote: »Still silly that a toon has 20% chance to Crit unless wearing Crit Chance sets.
What's silly about needing to build for a specific stat? Why should anyone who isn't building for crit chance have an abundance of it.
By that same logic, it's silly that I just don't get to the physical and spell resistance cap by just wearing any gear I want. Why should I have less than 20K resistances in light armor. Should be 32K while I wear full damage sets and nothing defensive.
It is silly because you have pretty viable spell/weapon damage and max magicka/stamina without trying very hard. Between base character spell/weapon damage, base CP160 gold weapon, and easily available self-buffs, everyone has 3000 to 4000 spell/weapon damage without even trying. And everyone has 30,000 to 40,000 max magicka/stamina without really trying.
So it is not a case of wanting an abundance of crit chance. More that you can get good-but-not-great spell/weapon damage without much effort, and good-but-not-great max magicka/stamina without much effort, but crit chance is not like that at all. Forget about good-but-not-great, crit chance is pitiful if you don't build for it.
It is like ZOS gave us a house with a nice floor and nice walls, but a couple of palm fronds for a roof. People would put all their effort into improving the roof. Would improvements to floor and walls be worthless? No. But the opportunity cost is too high. You simply have to put a lot of resources into getting a viable roof before anything else. That is what crit chance is like in PvE.
Fighting Finesse CP star, shadow mundus and a bunch of class/race passives affect crit healing values. I guess less sources of crit healing are there because of balance issues. Self heals are already very strong without speccing into any healer specific stuff.Tommy_The_Gun wrote: »The only thing that imho should be changed is that they should make some crit dmg bonus so it would also apply to crit healing. I never understood this why for example minor / major force only applies to crit damage & not healing (do we even have a crit healing buff in eso ?)
It feels inconsistent, as crit chance (and crit chance minor & major buffs) also apply to crit healing chance.
Yes, there are better options such as Tzogvin or AY. They give even more crit chance than MS/Medusa.None of the high DPS builds are running MS or Medusa anymore.
BXR_Lonestar wrote: »They've nerfed both crit chance by reducing it and making it harder to get crit chance above 60%, and they've nerfed crit damage by capping overall crit damage multiplier at 125%.
The problem isn't that they haven't nerfed one stat or the other. The problem is that it is still EASY to have a good blend of Weapon/Spell Damage, crit chance, AND crit multiplier such that a pure stat build (max weapon power/max mag/stam) build simply cannot compete.
I think one of the easier ways to sort this out is to further reduce crit chance and introduce a "critical chance" glyph so that if you want to be a pure crit build, you have to go with crit chance glyphs to make it work, thereby lowering overall weapon damage. That would be a first step. Then sets would have to be reworked and reclassified into crit chance sets and crit damage sets, both of which would lack weapon damage stats. The goal would be to make it so that a character that is built for crit chance/crit damage will only have TWO of the THREE primary damage stats.
Once they do this, then they can adjust weapon power/max stats sets independently so that they can make max stat builds competitive.
Until they make it far more difficult to stack all three primary damage stats, crit builds are going to always rule.
If some other stat were to be made the strongest PvE stat (either through buffing some other stat or nerfing the crits) all it will do is shift the meta. And there will always be a meta. Plus nerfing crits will cause a lot of balance issues (skills like crit surge for example).
Chilly-McFreeze wrote: »If some other stat were to be made the strongest PvE stat (either through buffing some other stat or nerfing the crits) all it will do is shift the meta. And there will always be a meta. Plus nerfing crits will cause a lot of balance issues (skills like crit surge for example).
Wasn't OP's idea to balance it to the point where building into max wpn dmg is equally viable as building into max crit? So it's not about replacing the meta but making more builds roughly equally effective.
But I totally agree on the last sentence. So it would indeed be preferable to lower crit damage instead of crit chance.
Chilly-McFreeze wrote: »If some other stat were to be made the strongest PvE stat (either through buffing some other stat or nerfing the crits) all it will do is shift the meta. And there will always be a meta. Plus nerfing crits will cause a lot of balance issues (skills like crit surge for example).
Wasn't OP's idea to balance it to the point where building into max wpn dmg is equally viable as building into max crit? So it's not about replacing the meta but making more builds roughly equally effective.
But I totally agree on the last sentence. So it would indeed be preferable to lower crit damage instead of crit chance.
You speak of crit builds often and say they are OP. Can you provide an example of such builds?MindOfTheSwarm wrote: »Exactly my point. Nerf Crit Damage base but buff Crit Chance through the Thief Mundus. Then buff Weapon and Spell Damage sources till the disparity is closer, say 20% more in dedicated Crit builds. After that is done, see how the increased Weapon Damage affects PVP and either buff Reinforced Trait values and bake Impen into Reinforced. Resulting in higher defences but overall lower Crit Resistance to compensate for lower base Crit Damage. Now you have a scenario where more builds are viable in endgame PVE while at the same time Crit builds can actually be viable in PVP. I could go on into more detail regarding why certain classes have to pick the same sets over others but the main point is as Chilly pointed out. Crit builds are not just meta but insanely overpowered compared to non Crit builds making 90% of all other sets obsolete.