But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
MovesLikeJaguar wrote: »Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
The op brought up potions as an example. The ring provides more options to use different potions.
As far as the slotting thing. You aren't losing anything to slot something else. You gain 3 percent more spell damage and you still have the same crit. There are so many options that the ring opens for one bar builds, just takes a bit of creativity.
As for overall power, one bar builds should not be able to compete with players using a full range of skills. That shouldn't be a thing. This provide some power and a ton of stats and opens up a ton of options that just are not present in live right now.
But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Vonkarolinas wrote: »MovesLikeJaguar wrote: »Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
Draconic Power passives Elder Dragon and Scaled armor, just slot another draconic power skill and get increased health recover and resistances added.
Toxic_Hemlock wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Well here's the problem with that. I suck at the game, switching bars confuses the hell out of me and I never know what bar I am on. Added to that ALL my mains and alts have a very simple set up that is:
My 1 button/skill is set to single target (leap if possible)
My 2 button/skill is set to a buff of some kind
My 3 button/skill is set to an AOE skill
My 4 skill is set to either Camouflaged hunter, or inner light (I don't even have a keypress for this as I never use it)
My 5 button/skill is set to a DOT of some kind
With this ring the skill 4 that I never use becomes redundant, so unless there is a skill that can be used as a passive such as the ones listed, it may as well end up blank.
Although some classes have an alternative ability that would fit this bill, I would have much preferred if they had just kept the increased crit chance stat. The rest I could live with, mind you potions will be instant trash now, but all in all I don't see myself going out of my way to get this ring as it sits now.
Toxic_Hemlock wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Well here's the problem with that. I suck at the game, switching bars confuses the hell out of me and I never know what bar I am on. Added to that ALL my mains and alts have a very simple set up that is:
My 1 button/skill is set to single target (leap if possible)
My 2 button/skill is set to a buff of some kind
My 3 button/skill is set to an AOE skill
My 4 skill is set to either Camouflaged hunter, or inner light (I don't even have a keypress for this as I never use it)
My 5 button/skill is set to a DOT of some kind
With this ring the skill 4 that I never use becomes redundant, so unless there is a skill that can be used as a passive such as the ones listed, it may as well end up blank.
Although some classes have an alternative ability that would fit this bill, I would have much preferred if they had just kept the increased crit chance stat. The rest I could live with, mind you potions will be instant trash now, but all in all I don't see myself going out of my way to get this ring as it sits now.
MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
The op brought up potions as an example. The ring provides more options to use different potions.
As far as the slotting thing. You aren't losing anything to slot something else. You gain 3 percent more spell damage and you still have the same crit. There are so many options that the ring opens for one bar builds, just takes a bit of creativity.
As for overall power, one bar builds should not be able to compete with players using a full range of skills. That shouldn't be a thing. This provide some power and a ton of stats and opens up a ton of options that just are not present in live right now.
The ring pre-nerf didnt make it so one-bar builds could compete with people using 2 bar builds. It made it so they can do enough damage to play with the top end, even if it's sub-optimal. You're still nowhere near the real top end, even with this ring in mind, but it was overtuned before. Most of the changes are fine, the crit rate one is the only one that makes the ring borderline bad in most cases.
Yes you could slot a bad skill to get the passive bonuses, but they're still bad skills when not in use. People that play this way don't want to slot bad skills, they still want to play well. The ring gives more options to some classes but not all classes and that's not right, since people with these disabilities want to have all the options everyone else does.
Toxic_Hemlock wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Well here's the problem with that. I suck at the game, switching bars confuses the hell out of me and I never know what bar I am on. Added to that ALL my mains and alts have a very simple set up that is:
My 1 button/skill is set to single target (leap if possible)
My 2 button/skill is set to a buff of some kind
My 3 button/skill is set to an AOE skill
My 4 skill is set to either Camouflaged hunter, or inner light (I don't even have a keypress for this as I never use it)
My 5 button/skill is set to a DOT of some kind
With this ring the skill 4 that I never use becomes redundant, so unless there is a skill that can be used as a passive such as the ones listed, it may as well end up blank.
Although some classes have an alternative ability that would fit this bill, I would have much preferred if they had just kept the increased crit chance stat. The rest I could live with, mind you potions will be instant trash now, but all in all I don't see myself going out of my way to get this ring as it sits now.
There are literally whole skill lines of skills that provide passives just for slotting that you can choose from and then never use.
Toxic_Hemlock wrote: »Toxic_Hemlock wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Well here's the problem with that. I suck at the game, switching bars confuses the hell out of me and I never know what bar I am on. Added to that ALL my mains and alts have a very simple set up that is:
My 1 button/skill is set to single target (leap if possible)
My 2 button/skill is set to a buff of some kind
My 3 button/skill is set to an AOE skill
My 4 skill is set to either Camouflaged hunter, or inner light (I don't even have a keypress for this as I never use it)
My 5 button/skill is set to a DOT of some kind
With this ring the skill 4 that I never use becomes redundant, so unless there is a skill that can be used as a passive such as the ones listed, it may as well end up blank.
Although some classes have an alternative ability that would fit this bill, I would have much preferred if they had just kept the increased crit chance stat. The rest I could live with, mind you potions will be instant trash now, but all in all I don't see myself going out of my way to get this ring as it sits now.
There are literally whole skill lines of skills that provide passives just for slotting that you can choose from and then never use.
That are universal (non-class based)/non PvP and add to my already pathetic DPS?
I'm aware there are passives that give certain other bonuses but as a replacement for critical chance they all suck.
Please tell about these skills so I can adjust all my alt's bars.
Edit to add: towards your point that some players were posting insane DPS numbers using this ring pre-nerf, so what?
If the ring makes the top 5% OP so be it, it would make me a descent player up from a garbage one, and was that not the intention of the ring in the first place?
MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
The op brought up potions as an example. The ring provides more options to use different potions.
As far as the slotting thing. You aren't losing anything to slot something else. You gain 3 percent more spell damage and you still have the same crit. There are so many options that the ring opens for one bar builds, just takes a bit of creativity.
As for overall power, one bar builds should not be able to compete with players using a full range of skills. That shouldn't be a thing. This provide some power and a ton of stats and opens up a ton of options that just are not present in live right now.
The ring pre-nerf didnt make it so one-bar builds could compete with people using 2 bar builds. It made it so they can do enough damage to play with the top end, even if it's sub-optimal. You're still nowhere near the real top end, even with this ring in mind, but it was overtuned before. Most of the changes are fine, the crit rate one is the only one that makes the ring borderline bad in most cases.
Yes you could slot a bad skill to get the passive bonuses, but they're still bad skills when not in use. People that play this way don't want to slot bad skills, they still want to play well. The ring gives more options to some classes but not all classes and that's not right, since people with these disabilities want to have all the options everyone else does.
People were literally posting 120k DPS on pts with one bar builds using this ring. So yeah, it was competing with them with nearly zero sustain issues and extremely minimal rotations.
And a skill isn't a bad skill if it provides a buff you don't have. Like, the ring makes inner light redundant for the crit buff. You can still slot it for the max stats and recovery. Doesn't make that part useless. Who cares if you make the major buff redundant, you are still getting it. But, maybe you don't need the max mag or recovery, well, the spell damage increase for slotting any fighters guild skill is decent. If you don't need the mag or recovery, pretty much anything you can slot to give something passive will be a buff to the build. Or maybe you need an extra shield for survival, now you can slot a skill from psijic and not have to worry about losing the crit buff.
MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
The op brought up potions as an example. The ring provides more options to use different potions.
As far as the slotting thing. You aren't losing anything to slot something else. You gain 3 percent more spell damage and you still have the same crit. There are so many options that the ring opens for one bar builds, just takes a bit of creativity.
As for overall power, one bar builds should not be able to compete with players using a full range of skills. That shouldn't be a thing. This provide some power and a ton of stats and opens up a ton of options that just are not present in live right now.
The ring pre-nerf didnt make it so one-bar builds could compete with people using 2 bar builds. It made it so they can do enough damage to play with the top end, even if it's sub-optimal. You're still nowhere near the real top end, even with this ring in mind, but it was overtuned before. Most of the changes are fine, the crit rate one is the only one that makes the ring borderline bad in most cases.
Yes you could slot a bad skill to get the passive bonuses, but they're still bad skills when not in use. People that play this way don't want to slot bad skills, they still want to play well. The ring gives more options to some classes but not all classes and that's not right, since people with these disabilities want to have all the options everyone else does.
People were literally posting 120k DPS on pts with one bar builds using this ring. So yeah, it was competing with them with nearly zero sustain issues and extremely minimal rotations.
And a skill isn't a bad skill if it provides a buff you don't have. Like, the ring makes inner light redundant for the crit buff. You can still slot it for the max stats and recovery. Doesn't make that part useless. Who cares if you make the major buff redundant, you are still getting it. But, maybe you don't need the max mag or recovery, well, the spell damage increase for slotting any fighters guild skill is decent. If you don't need the mag or recovery, pretty much anything you can slot to give something passive will be a buff to the build. Or maybe you need an extra shield for survival, now you can slot a skill from psijic and not have to worry about losing the crit buff.
Cool! Change the crit rate gained to 1300-1500 from 1950, and change the weapon/spell attack gained from 450 to 300, and remove the armor bonus. You're missing the points of arguments made by other people and circling back to stuff you've already said. That's not constructive.
MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
The op brought up potions as an example. The ring provides more options to use different potions.
As far as the slotting thing. You aren't losing anything to slot something else. You gain 3 percent more spell damage and you still have the same crit. There are so many options that the ring opens for one bar builds, just takes a bit of creativity.
As for overall power, one bar builds should not be able to compete with players using a full range of skills. That shouldn't be a thing. This provide some power and a ton of stats and opens up a ton of options that just are not present in live right now.
The ring pre-nerf didnt make it so one-bar builds could compete with people using 2 bar builds. It made it so they can do enough damage to play with the top end, even if it's sub-optimal. You're still nowhere near the real top end, even with this ring in mind, but it was overtuned before. Most of the changes are fine, the crit rate one is the only one that makes the ring borderline bad in most cases.
Yes you could slot a bad skill to get the passive bonuses, but they're still bad skills when not in use. People that play this way don't want to slot bad skills, they still want to play well. The ring gives more options to some classes but not all classes and that's not right, since people with these disabilities want to have all the options everyone else does.
People were literally posting 120k DPS on pts with one bar builds using this ring. So yeah, it was competing with them with nearly zero sustain issues and extremely minimal rotations.
And a skill isn't a bad skill if it provides a buff you don't have. Like, the ring makes inner light redundant for the crit buff. You can still slot it for the max stats and recovery. Doesn't make that part useless. Who cares if you make the major buff redundant, you are still getting it. But, maybe you don't need the max mag or recovery, well, the spell damage increase for slotting any fighters guild skill is decent. If you don't need the mag or recovery, pretty much anything you can slot to give something passive will be a buff to the build. Or maybe you need an extra shield for survival, now you can slot a skill from psijic and not have to worry about losing the crit buff.
Cool! Change the crit rate gained to 1300-1500 from 1950, and change the weapon/spell attack gained from 450 to 300, and remove the armor bonus. You're missing the points of arguments made by other people and circling back to stuff you've already said. That's not constructive.
Because the arguments being made aren't really looking at the whole picture, not sure they being made in any semblance of good faith. I've offered many pieces of advice on how to gain more passive power to a build now that the ring takes care of multiple skills and sets worth of buffs.
Toxic_Hemlock wrote: »MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
The op brought up potions as an example. The ring provides more options to use different potions.
As far as the slotting thing. You aren't losing anything to slot something else. You gain 3 percent more spell damage and you still have the same crit. There are so many options that the ring opens for one bar builds, just takes a bit of creativity.
As for overall power, one bar builds should not be able to compete with players using a full range of skills. That shouldn't be a thing. This provide some power and a ton of stats and opens up a ton of options that just are not present in live right now.
The ring pre-nerf didnt make it so one-bar builds could compete with people using 2 bar builds. It made it so they can do enough damage to play with the top end, even if it's sub-optimal. You're still nowhere near the real top end, even with this ring in mind, but it was overtuned before. Most of the changes are fine, the crit rate one is the only one that makes the ring borderline bad in most cases.
Yes you could slot a bad skill to get the passive bonuses, but they're still bad skills when not in use. People that play this way don't want to slot bad skills, they still want to play well. The ring gives more options to some classes but not all classes and that's not right, since people with these disabilities want to have all the options everyone else does.
People were literally posting 120k DPS on pts with one bar builds using this ring. So yeah, it was competing with them with nearly zero sustain issues and extremely minimal rotations.
And a skill isn't a bad skill if it provides a buff you don't have. Like, the ring makes inner light redundant for the crit buff. You can still slot it for the max stats and recovery. Doesn't make that part useless. Who cares if you make the major buff redundant, you are still getting it. But, maybe you don't need the max mag or recovery, well, the spell damage increase for slotting any fighters guild skill is decent. If you don't need the mag or recovery, pretty much anything you can slot to give something passive will be a buff to the build. Or maybe you need an extra shield for survival, now you can slot a skill from psijic and not have to worry about losing the crit buff.
Cool! Change the crit rate gained to 1300-1500 from 1950, and change the weapon/spell attack gained from 450 to 300, and remove the armor bonus. You're missing the points of arguments made by other people and circling back to stuff you've already said. That's not constructive.
Because the arguments being made aren't really looking at the whole picture, not sure they being made in any semblance of good faith. I've offered many pieces of advice on how to gain more passive power to a build now that the ring takes care of multiple skills and sets worth of buffs.
I'm not trying to be argumentative nor am I acting in bad faith. I only wish to inform you that I don't think the change will be a step towards me doing better damage. I can currently use a potion to get 75% of the benefits of the new iteration, add to that it makes one of my skills redundant. If I am missing something them by all means let me know. Yes, I could slot another fighters guild ability to get the 3% extra damage passively but the overall DPS I could achieve would pale compared to the increased crit chance the ring used to offer.
Toxic_Hemlock wrote: »MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »But now those builds can use that slot to slot a skill that provides a different passive buff. They don't even have to use the skill, they can get more damage or defense or whatever by just slotting something else and then ignoring that button like they already do.
Let's say a warden for example. Not they drop inner light and slot another animal skill to boost their damage with the passive for having it slotted. Then, don't use the skill. You still get the passive that you were unable to get before.
Adding another animal skill for the passive benefit does not equal the same benefit of the crit rate and damage, or the crit rate and extra magicka, from the guild bar passives. Now Imagine you're playing a Dragon Knight. You now get no benefit from slotting something else in place of those skills.
As for your second quote, most people that do these builds due to the inability to bar swap want as few buttons to press as possible, so most don't even use potions, but if you want to bring up potions as an example, weapon power potions and spell power potions provide both the Recovery buff you want and the Crit buff from the ring. Not that people with the problems mentioned use potions much anyway.
There's no argument here. This ring both adds and takes options away, but what it takes away is not something that should be taken away from this particular playstyle. Nerfing the original crit rate it grants and specifying that the crit rate is reduced by x amount while in ww form, like for example 1400 crit rate and half that while a WW, would fix the problems that are introduced by this change.
The op brought up potions as an example. The ring provides more options to use different potions.
As far as the slotting thing. You aren't losing anything to slot something else. You gain 3 percent more spell damage and you still have the same crit. There are so many options that the ring opens for one bar builds, just takes a bit of creativity.
As for overall power, one bar builds should not be able to compete with players using a full range of skills. That shouldn't be a thing. This provide some power and a ton of stats and opens up a ton of options that just are not present in live right now.
The ring pre-nerf didnt make it so one-bar builds could compete with people using 2 bar builds. It made it so they can do enough damage to play with the top end, even if it's sub-optimal. You're still nowhere near the real top end, even with this ring in mind, but it was overtuned before. Most of the changes are fine, the crit rate one is the only one that makes the ring borderline bad in most cases.
Yes you could slot a bad skill to get the passive bonuses, but they're still bad skills when not in use. People that play this way don't want to slot bad skills, they still want to play well. The ring gives more options to some classes but not all classes and that's not right, since people with these disabilities want to have all the options everyone else does.
People were literally posting 120k DPS on pts with one bar builds using this ring. So yeah, it was competing with them with nearly zero sustain issues and extremely minimal rotations.
And a skill isn't a bad skill if it provides a buff you don't have. Like, the ring makes inner light redundant for the crit buff. You can still slot it for the max stats and recovery. Doesn't make that part useless. Who cares if you make the major buff redundant, you are still getting it. But, maybe you don't need the max mag or recovery, well, the spell damage increase for slotting any fighters guild skill is decent. If you don't need the mag or recovery, pretty much anything you can slot to give something passive will be a buff to the build. Or maybe you need an extra shield for survival, now you can slot a skill from psijic and not have to worry about losing the crit buff.
Cool! Change the crit rate gained to 1300-1500 from 1950, and change the weapon/spell attack gained from 450 to 300, and remove the armor bonus. You're missing the points of arguments made by other people and circling back to stuff you've already said. That's not constructive.
Because the arguments being made aren't really looking at the whole picture, not sure they being made in any semblance of good faith. I've offered many pieces of advice on how to gain more passive power to a build now that the ring takes care of multiple skills and sets worth of buffs.
I'm not trying to be argumentative nor am I acting in bad faith. I only wish to inform you that I don't think the change will be a step towards me doing better damage. I can currently use a potion to get 75% of the benefits of the new iteration, add to that it makes one of my skills redundant. If I am missing something them by all means let me know. Yes, I could slot another fighters guild ability to get the 3% extra damage passively but the overall DPS I could achieve would pale compared to the increased crit chance the ring used to offer.
But, will it not be more damage than you are doing on live?
That's the point. Whatever the PTS did in a previous patch isn't really all too relevant. The PTS is always a constant state of adjustment and just because something was introduced as overpowered doesn't mean we should somehow use that as a baseline to judge the item on.
For example, say they introduce a set that provided 500% damage or some insane damage boost. Objectively we can say it is way too strong. Well then they bring it in line a week later, but it still provides a bit more than something on live. Sure, we can say that prenerf if was much better than it is now, but even after the nerf it still offers something unique and increases player power.
This ring is still a way to provide buffs, some very rare, to a build while freeing up bar slots for other buffs. A one bar build on live, doing nothing but slotting this ring, will immediately gain power without changing any skills. And will gain more power by reoptimizing their skills. The power the ring may have provided last week isn't really relevant in term of how the ring will improve a build on live now. Yes it was a nerf from pts last week, but it is still an overall buff to the build type.
sneakymitchell wrote: »It’s a useless mythic now. Let’s get on with it. Another thing that won’t be used at all
But, will it not be more damage than you are doing on live?
That's the point.
MovesLikeJaguar wrote: »Change the crit rate gained to 1300-1500 from 1950, and change the weapon/spell attack gained from 450 to 300, and remove the armor bonus.
MovesLikeJaguar wrote: »e pile of unused mythics along with the tonal thingy
MovesLikeJaguar wrote: »Change the crit rate gained to 1300-1500 from 1950, and change the weapon/spell attack gained from 450 to 300, and remove the armor bonus.MovesLikeJaguar wrote: »e pile of unused mythics along with the tonal thingy
So, you like parsing dummies...
It’s good for people who only used 1 bar, I think that’s the point. They probably didn’t use potions much either. It’s not meant for most players. I think it’s fine as is. Better than any other mythic for a one bar overland player.
It’s good for people who only used 1 bar, I think that’s the point. They probably didn’t use potions much either. It’s not meant for most players. I think it’s fine as is. Better than any other mythic for a one bar overland player.
I wonder how communication works within ZOS. "Guys: We need to reign in Oakensoul by making it use the major buffs that people normally get from their back bar or from having more bar space". Programmer goes ahead and does exactly that. What I'm driving at: Major Endurance and/or Intellect already comes from a potion while few people will care about the health regen. The recovery lines are now useless! I've seen some people praising this change, IMO rightfully so. At the same time we're setting the bar so very, very low for ZOS. A programmer who truly understood the intricacies of theory crafting might have assigned Minor resource recoveries to the ring. That is the kind of thing you get from slotting a skill, such as Repentence, not the major buffs.
The ring is still a Mythic item, taking up an armor slot. What it's got going for it now, outside of providing one-bar build support for people already playing such builds, is providing Major Courage instead of Major Brutality. I gather it's unclear whether it still provides the health/mag/stam base stats? I suppose if it still provides those that is something no build would have without this mytic.
ZOS had a way of making sure to provide recovery that a two bar build might obtain from a back bar skill or by tying up a valuable front bar skill slot. If nothing else this would have made for a more ready comparison with two bar builds, e.g. a more predictable outcome in terms of balancing. They chose not to provide such recovery. Potions are universal. Everyone who is half-way serious about combat gets the major buffs that they need from potions already. My question, therefore, is: Was the choice of Major Fortidude / Endurance / Intellect intentional, or did this fly under ZOS' radar? I guess the follow up question is: Does it matter? The ring still provides stats and Major Courage. These are the things that elevate it for people who might not otherwise play a one bar build. Clearly the ring is in a much better place now. I guess it will do.