Captain_OP wrote: »To be honest, this has already been discussed:
Do you want a Mythic for one-bar builds?
Most people were ok with major buffs only, because they give freedom to the builds. If they go with major buffs then they should add major berserk and sorcery on top and the ring would be perfect. It would be a viable replacement for the backbar and would always reward learning bar swapping because the skills that can give you the buffs have some additional effects.
BroughBreaux wrote: »Captain_OP wrote: »To be honest, this has already been discussed:
Do you want a Mythic for one-bar builds?
Most people were ok with major buffs only, because they give freedom to the builds. If they go with major buffs then they should add major berserk and sorcery on top and the ring would be perfect. It would be a viable replacement for the backbar and would always reward learning bar swapping because the skills that can give you the buffs have some additional effects.
Only major buffs don't cut it because you're still missing your infused weapon damage backbar which is a unique source of weapon and spell damage. You don't get this from this mythic anymore, but you did before the nerf.
You get major courage from SPC and Olorime in your optimized group. This is redundant.
You get major crit buffs from your potions. This is redundant.
You get major recovery bonuses from your potions. This is redundant.
The only benefit you get out of it is the max stats. Everything else is useless. But now you're unable to barswap, meaning you are now not only wasting your mythic slot on this rather than something like the Kilt or the new Mora's Whispers, but you also can't bar swap to proc infused backbar or get a major sorcery/brutality buff, so you still have to use a potion anyway, and you don't get to place more AOEs or DOTs you'd have had slotted on your backbar.
This mythic was so poorly and haphazardly "fixed", it might just take the cake for worst mythic in the game in its current state, and that is a VERY competitive spot.
This is what the mythic needs to account for:
1. Infused Weapon Damage enchant on a Maelstrom Backbar
2. Not having extra damage abilities on the backbar.
So it needs to:
1. Give you a unique weapon and spell damage bonus equal to infused weapon damage enchant
2. Buff the few abilities you do have on your frontbar to equal the output you would have if you had backbar damage abilities
3. Not be redundant with buffs you easily source from other places.
What the ring does post-nerf
1. Does not offer unique weapon and spell damage equal to infused WD BB
2. Does technically buff your frontbar abilities, but,
3. Does do with horrible redundancy by only providing commonly and easily sourced group and potion buffs i.e. Spell/Weapon Power Potion and group supports running SPC or Olorime.
It is absolutely incomprehensible how this nerf can be justified as ok. It doesn't do its job. No one would get any benefit out of using this. It's too powerful for overland, it's not powerful enough for endgame PvE or PvP, it doesn't buff werewolves any more than any other mythic does. Who else would actually use it?
I think the answer is quite simply: Those that can, for personal reasons, only play one bar builds. I think it's fair that such builds should underperform. People choose the path of least resistance. If this became meta or even close, that would be a gross simplification of the game as a whole. That should IMO not be done.BroughBreaux wrote: »Who else would actually use it?
I think the answer is quite simply: Those that can, for personal reasons, only play one bar builds. I think it's fair that such builds should underperform. People choose the path of least resistance. If this became meta or even close, that would be a gross simplification of the game as a whole. That should IMO not be done.BroughBreaux wrote: »Who else would actually use it?
Aside from that, I think your analysis is too PvE-centric, and high-end PvE at that. I don't think Major Courage is common in dungeon PUGs. There are levels inbetween overland and organised dungeon / trial groups, not the least of which are the solo arenas. I find Pale Order is already not the outright best for those on classes that have good self-healing while attacking, such as magplar and stamsorc. This ring might well be the thing that enables first time completion of those arenas on vet for some people. None of it's stats would go to waste in that context.
In regards to PvP, I am sure it will be better than you think. For starters all the stats will be useful, including the resistances, health and off-stat. Major Courage is not something you necessarily have in PvP, nor is 100% uptime of your back bar enchant. Even potion use is something you might get creative with, despite the fact that I have argued the weakness of the major resource buffs from Oakensoul. I would certainly look into getting creative with resistance, immovability and detection potions, everything that isn't resource recovery. The main thing, though, is the lack of buff maintenance. PvP - duels specifically - ebb and flow because people need to spend time buffing. Oakensoul means you're cutting out that time. The opportunity cost of the buffs that Oakensoul provides will be zero. That could be huge or it could be "meh". No way to tell until you test some builds.
BroughBreaux wrote: »I think the answer is quite simply: Those that can, for personal reasons, only play one bar builds. I think it's fair that such builds should underperform. People choose the path of least resistance. If this became meta or even close, that would be a gross simplification of the game as a whole. That should IMO not be done.BroughBreaux wrote: »Who else would actually use it?
Aside from that, I think your analysis is too PvE-centric, and high-end PvE at that. I don't think Major Courage is common in dungeon PUGs. There are levels inbetween overland and organised dungeon / trial groups, not the least of which are the solo arenas. I find Pale Order is already not the outright best for those on classes that have good self-healing while attacking, such as magplar and stamsorc. This ring might well be the thing that enables first time completion of those arenas on vet for some people. None of it's stats would go to waste in that context.
In regards to PvP, I am sure it will be better than you think. For starters all the stats will be useful, including the resistances, health and off-stat. Major Courage is not something you necessarily have in PvP, nor is 100% uptime of your back bar enchant. Even potion use is something you might get creative with, despite the fact that I have argued the weakness of the major resource buffs from Oakensoul. I would certainly look into getting creative with resistance, immovability and detection potions, everything that isn't resource recovery. The main thing, though, is the lack of buff maintenance. PvP - duels specifically - ebb and flow because people need to spend time buffing. Oakensoul means you're cutting out that time. The opportunity cost of the buffs that Oakensoul provides will be zero. That could be huge or it could be "meh". No way to tell until you test some builds.
Besides, ZOS' "play how you want" mantra seems to mean "raise to floor so bad builds are good and lack of skill is still enough to win", so the point of oakensoul was very obviously to raise 1bar builds up to par with 2bar builds. Not to give them the illusion of choice to still remain bad and unwanted.
wolfie1.0. wrote: »Couldn't they just have indicated that you can't transform with the ring equipped?
Captain_OP wrote: »To be honest, this has already been discussed:
Do you want a Mythic for one-bar builds?
Most people were ok with major buffs only, because they give freedom to the builds. If they go with major buffs then they should add major berserk and sorcery on top and the ring would be perfect. It would be a viable replacement for the backbar and would always reward learning bar swapping because the skills that can give you the buffs have some additional effects.
QuintusVaLari wrote: »This item was probably overtuned before.
As a devout WW player, I expected a nerf to the item. I didn't expect a nerf that hit WW's as hard, but I'm not surprised.
Out of all the nerfs, the nerf to sustain is the one I'm heartbroken about the most.
BroughBreaux wrote: »wolfie1.0. wrote: »Couldn't they just have indicated that you can't transform with the ring equipped?
Exactly. That's what I've been saying since day 1 of 8.0.0 and it became painfully obvious werewolves were going to abuse it. Or at least significantly reduce the stat gain werewolves specifically get from it. Not nerf it into the ground and make it useless for everyone.
MovesLikeJaguar wrote: »Captain_OP wrote: »To be honest, this has already been discussed:
Do you want a Mythic for one-bar builds?
Most people were ok with major buffs only, because they give freedom to the builds. If they go with major buffs then they should add major berserk and sorcery on top and the ring would be perfect. It would be a viable replacement for the backbar and would always reward learning bar swapping because the skills that can give you the buffs have some additional effects.
If they added Major Berserk and Minor Force, or Major Berserk and added 200 unique weapon/spell damage, I would say it's then mission accomplished kinda. It wouldn't be as good as before, but I could see people getting enough out of it to be able to do end game content with other people. If they did one of those two plus sorcery/brutality then that would only be a bonus.
BroughBreaux wrote: »MovesLikeJaguar wrote: »Captain_OP wrote: »To be honest, this has already been discussed:
Do you want a Mythic for one-bar builds?
Most people were ok with major buffs only, because they give freedom to the builds. If they go with major buffs then they should add major berserk and sorcery on top and the ring would be perfect. It would be a viable replacement for the backbar and would always reward learning bar swapping because the skills that can give you the buffs have some additional effects.
If they added Major Berserk and Minor Force, or Major Berserk and added 200 unique weapon/spell damage, I would say it's then mission accomplished kinda. It wouldn't be as good as before, but I could see people getting enough out of it to be able to do end game content with other people. If they did one of those two plus sorcery/brutality then that would only be a bonus.
I would bump the weapon damage because an infused enchant is 558 I think. But otherwise yeah, that plus sorcerery, brutality, and berserk would bump this mythic back up to where it needs to be.
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.
Y'know, if they are dead-set on going this route for Oakensoul, they could at least add the minor buffs and the other missing major/minors.
spartaxoxo 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.
Wasn't there someone parsing 120k with it?
https://youtu.be/c2MRY3v8E9w
https://youtu.be/2Ai89Xopqh8 spartaxoxo 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.
Wasn't there someone parsing 120k with it?
And it's parsing at 100k after nerfs. The doom and gloom in here is all unfounded.
BroughBreaux wrote: »And it's parsing at 100k after nerfs. The doom and gloom in here is all unfounded.
I would like to see where or how because, at least for pvp, it is demonstrably worse than a standard 2 bar build and especially worse than running a more "meta" build with separate frontbar and backbar sets with trainee, monster, and mythic.
BroughBreaux wrote: »And it's parsing at 100k after nerfs. The doom and gloom in here is all unfounded.
I would like to see where or how because, at least for pvp, it is demonstrably worse than a standard 2 bar build and especially worse than running a more "meta" build with separate frontbar and backbar sets with trainee, monster, and mythic.
You see parsing 100k and ask about PvP.... WUT?
As far as released parse images, I know Alcast has one showing like 98k.
As far as in PvP I think it's still going to be usable, it just won't be nearly as strong as it was pre nerf. The buffs still work on WW so it's usable there, just not everyone will be using it level.
MovesLikeJaguar wrote: »The moment this ring was revealed, all the one-bar build players rejoiced! As ZoS had answered their call. People with disabilities, whether they be mental or physical, and who could not bar swap could now play one-bar builds on a fairly even playing field.