TheGeordieKitten wrote: »High-skill playstyles should be rewarded with high DPS, not builds that hold left click. This is a fair balance change, not a nerf.
MashmalloMan wrote: »I think people are missing a few things here when comparing 90k dps with these 2 sets vs these 2 sets.. DPS is an average of your total damage per second, an average in pve stetched out over 2-4 minutes on a dummy.
So you're asking, why nerf something that behaves worse than something else because the DPS is less..
What is actually important here is how that average is achieved.
Example: Using these 2 sets, you're going to see a gigantic increase in damage for your shock heavies, but a decrease in everything else. Lets say a parse shows 40% of your 90k dps is from heavy's..
Now switch to something more meta with a heavy attack build that people have suggested, that gets higher to like 95k.. Well look at combat metrix again and you'll see your damage is no longer mostly shock heavy's, it's averaged out on to ALL of your skills because they're all being boosted. So as an example, your shock heavy does 15% instead, but now your dots, spammables, whatever, are all boosted by 5-10% each.
This is the problem. Shock heavies were disproportionately outpacing other sources of damage. DPS does not matter in a PVP scenario where this decision was most likely made for. Burst is king. You can have an absolute crappy DPS parse of 50k over 3 minutes, but in that first 3 seconds what really matters. Testing your builds for PVP and DPS on a dummy are almost never relevent unless you're looking at the Burst window.
This is especially important because I mean.. does a mob care if you have infinite sustain? No, of course not, but a PVP build requires the player to make choices about not only DPS, but sustain, burst, mitgation, utility, etc. Bar space is tight, when you can rely on something like holding down left click to do most of your burst, then you free up bar space for more utility based skills as well. It's a snowball effect, just looking at a metric like DPS is misguided.
But yeah, I repeat my original idea in case someone takes this post the wrong way, I'm all for it working well in pve, but properly..
2.5k weapon/spell damage to light/heavy attacks, doubled to non player characters.
Heavy attack sets in PvP are one of the few that dodged scaling hammer for damage-less bruisers. Just so you understand what that means, I can take my PvP char to PvE as tank (with taunt) for up to DLC vets and still do 20-70% of team dps, depending on how bad they are.
MashmalloMan wrote: »I think people are missing a few things here when comparing 90k dps with these 2 sets vs these 2 sets.. DPS is an average of your total damage per second, an average in pve stetched out over 2-4 minutes on a dummy.
So you're asking, why nerf something that behaves worse than something else because the DPS is less..
What is actually important here is how that average is achieved.
Example: Using these 2 sets, you're going to see a gigantic increase in damage for your shock heavies, but a decrease in everything else. Lets say a parse shows 40% of your 90k dps is from heavy's..
Now switch to something more meta with a heavy attack build that people have suggested, that gets higher to like 95k.. Well look at combat metrix again and you'll see your damage is no longer mostly shock heavy's, it's averaged out on to ALL of your skills because they're all being boosted. So as an example, your shock heavy does 15% instead, but now your dots, spammables, whatever, are all boosted by 5-10% each.
This is the problem. Shock heavies were disproportionately outpacing other sources of damage. DPS does not matter in a PVP scenario where this decision was most likely made for. Burst is king. You can have an absolute crappy DPS parse of 50k over 3 minutes, but in that first 3 seconds what really matters. Testing your builds for PVP and DPS on a dummy are almost never relevent unless you're looking at the Burst window.
This is especially important because I mean.. does a mob care if you have infinite sustain? No, of course not, but a PVP build requires the player to make choices about not only DPS, but sustain, burst, mitgation, utility, etc. Bar space is tight, when you can rely on something like holding down left click to do most of your burst, then you free up bar space for more utility based skills as well. It's a snowball effect, just looking at a metric like DPS is misguided.
But yeah, I repeat my original idea in case someone takes this post the wrong way, I'm all for it working well in pve, but properly..
2.5k weapon/spell damage to light/heavy attacks, doubled to non player characters.
damage is easily mitigated with los & dodgeroll
dynamic LA weave rotation in PvP
Hence why I don't bother with HA builds in PvP myself despite mainly playing them in PvE since 2018.
Heavy attack sets in PvP are one of the few that dodged scaling hammer for damage-less bruisers. Just so you understand what that means, I can take my PvP char to PvE as tank (with taunt) for up to DLC vets and still do 20-70% of team dps, depending on how bad they are.
70% of not a hell a lot is still not a hell a lot... more informative would have been what's your adds-less boss dps...
LoS yes, dodgeroll no. Lightning heavy is a beam that hits through dodge, making all medium armor players very sad.
Rotation in PvP. Nice
Hence we all understand that you never really played a PvP build with heavys, which is very far from PvE build.
You can dodge an entire lightning staff heavy if you know when to dodge.
Yes a >>dynamic<< rotation because timing stuns etc is important against any PvPer with an ounce of skill, as is maintaining buffs - and there's still a priority order in PvP.
Volcanic into an Empowered heavy on a consequently stunned target is still pretty nice if you can get it to land
Also a quick way to get out of wall since maelstrom front bar
In a build that puts 64 into HP? No damage enchants, no damage mundus, no damage traits?
Try that and parse, you'll be surprised.
have you seen my suggestion? changing the 5piece bonuses to only apply to non player enemies?
In a build that puts 64 into HP? No damage enchants, no damage mundus, no damage traits?
Try that and parse, you'll be surprised.
not specifically calling this post out but you've been argueing this point for a while and I agree, its kinda busted in pvp. but like.. have you seen my suggestion? changing the 5piece bonuses to only apply to non player enemies? This kinda solves all issues afaik. By the way, 70% of a pug dps means nothing. its a pug of course you're gonna parse 90% of the dmg. 30k is pretty average dps for most builds in pugs that have some thought put into them, if not a little bit below average actually. in a pug HA builds also have a hard cap of 70k dps. it is almost impossible to get higher than 70k even in a really optimized dungeon group with that build, while other builds can shoot far past that in more optimized groups. Ease of entry to decent dps in exchange for no room to expand upwards of higher dps is a fair tradeoff i would say.
You can't dodge lightning heavy.
This is called combos. Because you don't parse in PvP, you kill with a sequence of skills.
You don't need that, much more damage is not stunning your enemy with skills and only stun with off-balance heavy. Timing on that stun will be just during the time where you have all the buffs up, including +50% from off-balance. This combo melts even 30k bruisers.
Dodging out of blockade with off-balance proc on is a suicide.
Only thing that can save you is blockheal for one heavy attack and then LoS.
Believe as you like tbh. Might be worth experimenting and figuring it out though. 🤷♂️
It really isn't; it's about timing, which way you dodge, and what else you do in combination. Wall has a very specific animation so you can be out of it as soon as it's dropped if you're paying attention.
In a build that puts 64 into HP? No damage enchants, no damage mundus, no damage traits?
Try that and parse, you'll be surprised.
not specifically calling this post out but you've been argueing this point for a while and I agree, its kinda busted in pvp. but like.. have you seen my suggestion? changing the 5piece bonuses to only apply to non player enemies? This kinda solves all issues afaik. By the way, 70% of a pug dps means nothing. its a pug of course you're gonna parse 90% of the dmg. 30k is pretty average dps for most builds in pugs that have some thought put into them, if not a little bit below average actually. in a pug HA builds also have a hard cap of 70k dps. it is almost impossible to get higher than 70k even in a really optimized dungeon group with that build, while other builds can shoot far past that in more optimized groups. Ease of entry to decent dps in exchange for no room to expand upwards of higher dps is a fair tradeoff i would say.
Your are absolutely correct. They already made changes to range stam taunt to affect only non-players, then made mist the opposite to only work in PVP, they have a new set that says 'while in battle spirit'. There is absolutely no reason not to leave these HA sets alone for PVE and not work in PVP. It is inconceivable that anyone would be arguing against this. In fact, separating things between PVE and PVP is a super smart and hopefully expanding precedence.
In a build that puts 64 into HP? No damage enchants, no damage mundus, no damage traits?
Try that and parse, you'll be surprised.
not specifically calling this post out but you've been argueing this point for a while and I agree, its kinda busted in pvp. but like.. have you seen my suggestion? changing the 5piece bonuses to only apply to non player enemies? This kinda solves all issues afaik. By the way, 70% of a pug dps means nothing. its a pug of course you're gonna parse 90% of the dmg. 30k is pretty average dps for most builds in pugs that have some thought put into them, if not a little bit below average actually. in a pug HA builds also have a hard cap of 70k dps. it is almost impossible to get higher than 70k even in a really optimized dungeon group with that build, while other builds can shoot far past that in more optimized groups. Ease of entry to decent dps in exchange for no room to expand upwards of higher dps is a fair tradeoff i would say.
Your are absolutely correct. They already made changes to range stam taunt to affect only non-players, then made mist the opposite to only work in PVP, they have a new set that says 'while in battle spirit'. There is absolutely no reason not to leave these HA sets alone for PVE and not work in PVP. It is inconceivable that anyone would be arguing against this. In fact, separating things between PVE and PVP is a super smart and hopefully expanding precedence.
In a build that puts 64 into HP? No damage enchants, no damage mundus, no damage traits?
Try that and parse, you'll be surprised.
not specifically calling this post out but you've been argueing this point for a while and I agree, its kinda busted in pvp. but like.. have you seen my suggestion? changing the 5piece bonuses to only apply to non player enemies? This kinda solves all issues afaik. By the way, 70% of a pug dps means nothing. its a pug of course you're gonna parse 90% of the dmg. 30k is pretty average dps for most builds in pugs that have some thought put into them, if not a little bit below average actually. in a pug HA builds also have a hard cap of 70k dps. it is almost impossible to get higher than 70k even in a really optimized dungeon group with that build, while other builds can shoot far past that in more optimized groups. Ease of entry to decent dps in exchange for no room to expand upwards of higher dps is a fair tradeoff i would say.
Your are absolutely correct. They already made changes to range stam taunt to affect only non-players, then made mist the opposite to only work in PVP, they have a new set that says 'while in battle spirit'. There is absolutely no reason not to leave these HA sets alone for PVE and not work in PVP. It is inconceivable that anyone would be arguing against this. In fact, separating things between PVE and PVP is a super smart and hopefully expanding precedence.
Preventing the sets from working in PvP isn't a good solution at all, especially since those sets have already been working in PvP for nearly 8 years. How about changing the set to "Increases the damage of your light and non-channeled heavy attacks by X"; problem solved for PvP. But I guess that wouldn't be a completely fair change either.
Other than some niche dual wield heavy attack builds, the sets are overwhelmingly being used for lightning heavy attack builds, and sometimes resto heavy attacks. Because of the potential that lightning staves get from using it (4x bonus, ranged, mostly undodgeable, with an AoE effect around the main target), that's probably the reason why the sets are incredibly mediocre for other weapons that only receive the bonus once, because if they were to buff the bonus while keeping the flat damage bonus to make using those weapons better, it would make lightning heavy attacks even stronger.
The undaunted sets are also quite bad for PvE if you're not using a lightning staff with it; again probably because if they were to make it useful for any weapon that's not a lightning staff, then it would be busted OP on lightning staves.
So the new concept for the change is fine, but the new values that are currently on the PTS are simply too low to make them worth using for any weapon and should be increased, probably by 700-1000, unless they plan to increase the damage scaling that weapon and spell damage provide for heavy attacks in the future.
Heya zos, I hate heavy attack builds on pvp but please don’t change these sets, lots of disabled/mechanically challenged persons are relying on HA builds to get them through content so please think about this again.
In a build that puts 64 into HP? No damage enchants, no damage mundus, no damage traits?
Try that and parse, you'll be surprised.
not specifically calling this post out but you've been argueing this point for a while and I agree, its kinda busted in pvp. but like.. have you seen my suggestion? changing the 5piece bonuses to only apply to non player enemies? This kinda solves all issues afaik. By the way, 70% of a pug dps means nothing. its a pug of course you're gonna parse 90% of the dmg. 30k is pretty average dps for most builds in pugs that have some thought put into them, if not a little bit below average actually. in a pug HA builds also have a hard cap of 70k dps. it is almost impossible to get higher than 70k even in a really optimized dungeon group with that build, while other builds can shoot far past that in more optimized groups. Ease of entry to decent dps in exchange for no room to expand upwards of higher dps is a fair tradeoff i would say.
Your are absolutely correct. They already made changes to range stam taunt to affect only non-players, then made mist the opposite to only work in PVP, they have a new set that says 'while in battle spirit'. There is absolutely no reason not to leave these HA sets alone for PVE and not work in PVP. It is inconceivable that anyone would be arguing against this. In fact, separating things between PVE and PVP is a super smart and hopefully expanding precedence.
It is becoming pretty obvious that this is an attempt to force everyone into a singular playstyle. And make any alternatives which are already super weak to be useless. And punishing many people with disabilities for no reason will not be a smart decision.
They all do.
3 items: Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
3 items: Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
Lenny_linguine wrote: »TheGeordieKitten wrote: »High-skill playstyles should be rewarded with high DPS, not builds that hold left click. This is a fair balance change, not a nerf.
yet on my templar using basi and deadly, I can get 90k+ dps using a simplified three skill rotation, essentially just jabbing my life away dealing high aoe damage and having good incoming healing ? high damage HA set ups are not significantly different in 'skill requirement' from many other set ups, they don't simply 'hold left click', they replace a typical spamable with a heavy attack.
So the essential difference between a 'traditional' high skill light weave set up and a HA set up is, that one light weaves between a spamable and buffs/dots while the other light weaves between buff/dots, and replaces their spamable with heavy attacks and when comparing two fully optimised set ups the replacement of a spamable for heavy attacks is typically between 10-25k on a dummy (thats on a dk- it is a larger difference on other classes) depending on the players weaving. In content these numbers vary drastically depending on the fight, but its safe to assume you would be looking at an absolute minimum dps loss of 10k dps in exchange for better sustain. Opting to increase sustain via food rather than using a HA set up, does not impact dps but rather survivability. either way, better sustain requires a trade off and currently I think these trade offs are reasonable, however changing these sets just limits the options to over come sustain because the reduction in dps is now to large of a compromise to make in a significant amount of harder content in the game. weather or not the compromise in dps for HA sustain is too big or too small is ultimately gonna come down to personal opinion, but the argument that heavy attacks set up dps should be nerfed due to build simplicity just falls flat for me, there are so many one bar, or 2/3/4 button skill set ups that are ridiculously simplistic and sets that give flat damage with no complexity required (i.e pillar of nirn) and I don't see why it would be reasonable to nerf those either, as they make similar compromises in dps for simplicity's sake.