HERE we go, this is what I was afraid ZOS tweaking it enough [snip]. I love that ZOS has specifically acknowledged that it is NOT for high APM people just so there is no confusion who it is designed for. And even though I want to use in PVE, I was really looking forward to using it to even the playing field in PVP with the high APM folks. I am not saying I don't like the changes (although don't understand taking 3737 stats to zero), [snip]. Hopefully ZOS stays true to the intention and keeps it good enough to be usable and ignores the complaints.
[snip]
[snip]
HERE we go, this is what I was afraid ZOS tweaking it enough [snip]. I love that ZOS has specifically acknowledged that it is NOT for high APM people just so there is no confusion who it is designed for. And even though I want to use in PVE, I was really looking forward to using it to even the playing field in PVP with the high APM folks. I am not saying I don't like the changes (although don't understand taking 3737 stats to zero), [snip]. Hopefully ZOS stays true to the intention and keeps it good enough to be usable and ignores the complaints.
[snip]
HERE we go, this is what I was afraid ZOS tweaking it enough [snip]. I love that ZOS has specifically acknowledged that it is NOT for high APM people just so there is no confusion who it is designed for. And even though I want to use in PVE, I was really looking forward to using it to even the playing field in PVP with the high APM folks. I am not saying I don't like the changes (although don't understand taking 3737 stats to zero), [snip]. Hopefully ZOS stays true to the intention and keeps it good enough to be usable and ignores the complaints.
[snip]
You aren't but others are when they had nothing to say about earlier version. But like I said as long as ZOS ignores the high APM PVPer who will naturally whine about anything that evens the playing field, I am OK. Just don't want the item to actually become too powerful (which it isn't) and ZOS nerf into ground.
BTW the PVPers got proc set nerfed, got HA sets nerfed, got tanky builds nerfed, anything that is competitive against that only 2 playstyles (ganking, hit and run high apm) IS NOT ALLOWED according to those PVPer. Don't want that to happed again.
I don't know If I understood it correctly, but this will only help in getting into WW form faster, as in WW form ultimate points generation is disabled, so Heroism buff (minor & major) becomes a "dead weight" once you are a Werewolf.MovesLikeJaguar wrote: »maintain ww form as long as possible with Major Heroism.
MovesLikeJaguar wrote: »HERE we go, this is what I was afraid ZOS tweaking it enough [snip]. I love that ZOS has specifically acknowledged that it is NOT for high APM people just so there is no confusion who it is designed for. And even though I want to use in PVE, I was really looking forward to using it to even the playing field in PVP with the high APM folks. I am not saying I don't like the changes (although don't understand taking 3737 stats to zero), [snip]. Hopefully ZOS stays true to the intention and keeps it good enough to be usable and ignores the complaints.
[snip]
Then don't say the item is broken in PVP, and thus needs a nerf. Say "ZoS needs to balance PVE and PVP separately," because there's TONS of underpowered stuff in the game that can't be boosted because of PVP, and TONS of OP stuff in pvp that can't be nerfed because it would wreck PVE. I think we can all agree that PVP and PVE need to be balanced separately if only to make the game itself more balanced in general.
MovesLikeJaguar wrote: »HERE we go, this is what I was afraid ZOS tweaking it enough [snip. I love that ZOS has specifically acknowledged that it is NOT for high APM people just so there is no confusion who it is designed for. And even though I want to use in PVE, I was really looking forward to using it to even the playing field in PVP with the high APM folks. I am not saying I don't like the changes (although don't understand taking 3737 stats to zero), [snip]. Hopefully ZOS stays true to the intention and keeps it good enough to be usable and ignores the complaints.
[snip]
Then don't say the item is broken in PVP, and thus needs a nerf. Say "ZoS needs to balance PVE and PVP separately," because there's TONS of underpowered stuff in the game that can't be boosted because of PVP, and TONS of OP stuff in pvp that can't be nerfed because it would wreck PVE. I think we can all agree that PVP and PVE need to be balanced separately if only to make the game itself more balanced in general.
Can you please show me where I said that it needs to be nerfed? In fact, I said 2 things: 1) I agreed that it obviates a few ultis and sets; and 2) that my gankblade salivated…as in, looking forward to it. I don’t call for nerfs.
chessalavakia_ESO wrote: »I think this will likely kill the item in the long run for people that aren't limited to one bar due to circumstance. It's too good to not get nerfed and it's too non-specific get nerfed in a manner the leaves it appealing.
HERE we go, this is what I was afraid ZOS tweaking it enough [snip]. I love that ZOS has specifically acknowledged that it is NOT for high APM people just so there is no confusion who it is designed for. And even though I want to use in PVE, I was really looking forward to using it to even the playing field in PVP with the high APM folks. I am not saying I don't like the changes (although don't understand taking 3737 stats to zero), [snip]. Hopefully ZOS stays true to the intention and keeps it good enough to be usable and ignores the complaints.
[snip]
You aren't but others are when they had nothing to say about earlier version. But like I said as long as ZOS ignores the high APM PVPer who will naturally whine about anything that evens the playing field, I am OK. Just don't want the item to actually become too powerful (which it isn't) and ZOS nerf into ground.
BroughBreaux wrote: »This is too much. It compensating for general buffs is fine, but Major Force and Major protection are generally things granted by ultimates. Please consider what happens when you give gank nightblades free major force from cloak. They do not need a 2nd bar to one shot people and this mythic will be paradise from them.
Major force should definitely be reconsidered at the very least.
>implying crit ganks aren't already hitting the crit cap on Live
Bad critique, this isn't NEARLY as useful as you think it is
Jman100582 wrote: »HERE we go, this is what I was afraid ZOS tweaking it enough [snip]. I love that ZOS has specifically acknowledged that it is NOT for high APM people just so there is no confusion who it is designed for. And even though I want to use in PVE, I was really looking forward to using it to even the playing field in PVP with the high APM folks. I am not saying I don't like the changes (although don't understand taking 3737 stats to zero), [snip]. Hopefully ZOS stays true to the intention and keeps it good enough to be usable and ignores the complaints.
[snip]
You aren't but others are when they had nothing to say about earlier version. But like I said as long as ZOS ignores the high APM PVPer who will naturally whine about anything that evens the playing field, I am OK. Just don't want the item to actually become too powerful (which it isn't) and ZOS nerf into ground.
This ring won’t be used to very good effect in pvp unless you’re a ganker or a ww. Having one bar with this mythic won’t equal the playing field for you at all. In pvp there are many abilities that are slotted that don’t even give buffs, they are used for the utility. The only reason gankers will use this is because they don’t need to line up 3-4 dmg abilities and dots to kill someone, they just need two abilities and sometimes an ultimate. At least the good ones do. You cannot afford to lose out on utility skills such as skills that heal, debuff, snare, or help mobility. Not unless you play in a highly optimized group with several healers and tanks. In which case you will provide little to nothing to said group, and they won’t even really want to play with you
Tldr: this mythic won’t provide anything for a low apm pvper, you will lose out on utility skills and that’ll make you 10x easier to kill than before
BroughBreaux wrote: »This is too much. It compensating for general buffs is fine, but Major Force and Major protection are generally things granted by ultimates. Please consider what happens when you give gank nightblades free major force from cloak. They do not need a 2nd bar to one shot people and this mythic will be paradise from them.
Major force should definitely be reconsidered at the very least.
>implying crit ganks aren't already hitting the crit cap on Live
Bad critique, this isn't NEARLY as useful as you think it is
I imply it, because they do not reach it.
BroughBreaux wrote: »BroughBreaux wrote: »This is too much. It compensating for general buffs is fine, but Major Force and Major protection are generally things granted by ultimates. Please consider what happens when you give gank nightblades free major force from cloak. They do not need a 2nd bar to one shot people and this mythic will be paradise from them.
Major force should definitely be reconsidered at the very least.
>implying crit ganks aren't already hitting the crit cap on Live
Bad critique, this isn't NEARLY as useful as you think it is
I imply it, because they do not reach it.
Khajiit, The Shadow, Minor Force, Medium armor, CP and you're there. You can very easily reach the crit cap on Live and even go beyond it easily too. My gank is at 128% and I didn't even try.
This is not a good gank mythic because you don't have a backbar for healing. As long as you don't mind dying all the time then sure, it would get good damage. But you immediately lose your survivability because you no longer have a backbar heal.
For me major force is much better.
But Why remove the stats increase though
And can't we have both minor and major sustain buffs ?
MovesLikeJaguar wrote: »For me major force is much better.
But Why remove the stats increase though
And can't we have both minor and major sustain buffs ?
I think an argument can be made for Minor Force, but I agree Major Force is good as is.
I also agree, the stats were nice. I understand why they got rid of them, which is due to the design of the item moving away from flat stats in favor of named buffs, but I mean... I don't think there are any named buffs in ESO that increase your max stats. I think the game could do with a "Minor Mana" and "Major Mana" buff, increasing max magicka by 1000 and 2000 respectively, a "Minor Energy" and "Major Energy" buff increasing Stam in the same increments, and then a "Minor Vitality" and "Major Vitality" buff that increase HP by 1500 and 3000 respectively. That could be used in some aspects of the game, though knowing ZoS such an implemented idea would seep its way into places players would hate, but I mean... It'd be an interesting idea for this mythic item. Not that it needs the max stats, they're just nice to have.
As for Minor and Major sustain buffs, those aren't necessary. Just run Tripots. They give the major buffs and are given out like candy! And when you don't have them, they're not as expensive as they used to be.
MovesLikeJaguar wrote: »For me major force is much better.
But Why remove the stats increase though
And can't we have both minor and major sustain buffs ?
I think an argument can be made for Minor Force, but I agree Major Force is good as is.
I also agree, the stats were nice. I understand why they got rid of them, which is due to the design of the item moving away from flat stats in favor of named buffs, but I mean... I don't think there are any named buffs in ESO that increase your max stats. I think the game could do with a "Minor Mana" and "Major Mana" buff, increasing max magicka by 1000 and 2000 respectively, a "Minor Energy" and "Major Energy" buff increasing Stam in the same increments, and then a "Minor Vitality" and "Major Vitality" buff that increase HP by 1500 and 3000 respectively. That could be used in some aspects of the game, though knowing ZoS such an implemented idea would seep its way into places players would hate, but I mean... It'd be an interesting idea for this mythic item. Not that it needs the max stats, they're just nice to have.
As for Minor and Major sustain buffs, those aren't necessary. Just run Tripots. They give the major buffs and are given out like candy! And when you don't have them, they're not as expensive as they used to be.
Might consider using it over RoPo for solo play in most content.
Still not going to compete with other mythics for 'real' content.
MovesLikeJaguar wrote: »For me major force is much better.
But Why remove the stats increase though
And can't we have both minor and major sustain buffs ?
I think an argument can be made for Minor Force, but I agree Major Force is good as is.
I also agree, the stats were nice. I understand why they got rid of them, which is due to the design of the item moving away from flat stats in favor of named buffs, but I mean... I don't think there are any named buffs in ESO that increase your max stats. I think the game could do with a "Minor Mana" and "Major Mana" buff, increasing max magicka by 1000 and 2000 respectively, a "Minor Energy" and "Major Energy" buff increasing Stam in the same increments, and then a "Minor Vitality" and "Major Vitality" buff that increase HP by 1500 and 3000 respectively. That could be used in some aspects of the game, though knowing ZoS such an implemented idea would seep its way into places players would hate, but I mean... It'd be an interesting idea for this mythic item. Not that it needs the max stats, they're just nice to have.
As for Minor and Major sustain buffs, those aren't necessary. Just run Tripots. They give the major buffs and are given out like candy! And when you don't have them, they're not as expensive as they used to be.
Name: Minor Toughness
Effect: Increases Maximum Health by 10%
MovesLikeJaguar wrote: »For me major force is much better.
But Why remove the stats increase though
And can't we have both minor and major sustain buffs ?
I think an argument can be made for Minor Force, but I agree Major Force is good as is.
I also agree, the stats were nice. I understand why they got rid of them, which is due to the design of the item moving away from flat stats in favor of named buffs, but I mean... I don't think there are any named buffs in ESO that increase your max stats. I think the game could do with a "Minor Mana" and "Major Mana" buff, increasing max magicka by 1000 and 2000 respectively, a "Minor Energy" and "Major Energy" buff increasing Stam in the same increments, and then a "Minor Vitality" and "Major Vitality" buff that increase HP by 1500 and 3000 respectively. That could be used in some aspects of the game, though knowing ZoS such an implemented idea would seep its way into places players would hate, but I mean... It'd be an interesting idea for this mythic item. Not that it needs the max stats, they're just nice to have.
As for Minor and Major sustain buffs, those aren't necessary. Just run Tripots. They give the major buffs and are given out like candy! And when you don't have them, they're not as expensive as they used to be.
Name: Minor Toughness
Effect: Increases Maximum Health by 10%
BTW I don't mind your idea about more buffs that effect mag/stam/health. I don't understand why they were 3737 and went to zero that is kind of a big jump. Don't know if they would implement new buffs just for this but maybe it would be nice if the ring offered something like 5-10% increase of highest stat, to make it good for all roles. Although the way it is now should be OK have to test on PTS.
MovesLikeJaguar wrote: »For me major force is much better.
But Why remove the stats increase though
And can't we have both minor and major sustain buffs ?
I think an argument can be made for Minor Force, but I agree Major Force is good as is.
I also agree, the stats were nice. I understand why they got rid of them, which is due to the design of the item moving away from flat stats in favor of named buffs, but I mean... I don't think there are any named buffs in ESO that increase your max stats. I think the game could do with a "Minor Mana" and "Major Mana" buff, increasing max magicka by 1000 and 2000 respectively, a "Minor Energy" and "Major Energy" buff increasing Stam in the same increments, and then a "Minor Vitality" and "Major Vitality" buff that increase HP by 1500 and 3000 respectively. That could be used in some aspects of the game, though knowing ZoS such an implemented idea would seep its way into places players would hate, but I mean... It'd be an interesting idea for this mythic item. Not that it needs the max stats, they're just nice to have.
As for Minor and Major sustain buffs, those aren't necessary. Just run Tripots. They give the major buffs and are given out like candy! And when you don't have them, they're not as expensive as they used to be.
Name: Minor Toughness
Effect: Increases Maximum Health by 10%
BTW I don't mind your idea about more buffs that effect mag/stam/health. I don't understand why they were 3737 and went to zero that is kind of a big jump. Don't know if they would implement new buffs just for this but maybe it would be nice if the ring offered something like 5-10% increase of highest stat, to make it good for all roles. Although the way it is now should be OK have to test on PTS.
Well initial testing on PTS for me at least with mostly just skills and heavy rotation non opitimized is that DPS is slightly worse than last week and worse than before they nerfed HA sets. And this is with using a maelstrom shock staff, which actually still has the same bonus they nerfed. That is for my simple sorc shock HA build. Health did deplete somewhat but never got below 25% and didn't even use matriarch more than a couple times.
For my easy tank templar/WW build, it appears be equally tanky as last week but doing a bit more damage. Which on a tank isn't that important but since that build is meant to be for pugs, can be OK. BTW were talking about 5-7K DPS to 8-10K (only with sweeps though) DPS, higher as WW. Absolutely no prob surviving, health bar hardly moves (especially with sweeps instead of jabs which I chose cuz mjr Brut dupe). BTW all my test are on REAL content soloing REAL dungeons, not on a dummy.
Conclusion so far the changes are NOT OP at all and maybe even worse than last week on my specific builds, as far as damage and survival. But 1bar is still great option and will probably use this a lot if it goes live as is. Real test will be in PVP for me where not keeping up buffs is more of a problem for me.
You and other(s) who have implied that most gankers are already at the crit cap are wrong. Some are. Others build for pen. Most use Caluurion. That set gives you crit%, not crit damage. It is not so easy to reach the cap as a single player. If you do, you're currently giving up something else. You may be a Khajiit. You may be wearing Archer's Mind. That will change. Now you can build for flat damage instead and that will stack with having +20% crit damage from Major Force. That's a buff you previously only had from ganking with the resto ult, e.g. during (ranged) heavy attack ganking. It's probably good the ring doesn't stack Major Force with that particular playstyle, but then again it just gives you the Major Force all the time. 100% uptime from cloak with no lead-up skill to cast or restriction on being in combat is a big deal. This also buffs bog-standard melee nightblades. The way those have been handled in previous patches is by disabling certain sets from activating outside of combat, e.g. Clever Alchemist. Activating your Infused back bar damage enchant is also a "no" for a ganker. Oakensoul will give you Major Courage all the time. It will be strong for gankers. The only question is whether it's over the top. I won't claim that I can answer that. What I will say is that, if I choose to continue playing, I shall be compelled to buy this expansion.MovesLikeJaguar wrote: »For everyone talking about PVP gankers: I mean, a good set comes out and gankers are going to use it. That's just how it goes in any game with open world PVP. This set is no different; they'll change up their loadout a bit to use this ring in place of some other crit bonus item they may be using, and one shot people with it. They can already one-shot lots of people without the ring. I don't think it changes anything, but it does make it easier for people to build a gank character I'd bet. You can do the same without the ring, the ring just makes it easier and since I don't play pvp anymore, I can't say whether that's a bad thing. I don't think it really is.
No, they're rubbing their hands together. Controversy is good. It being slightly OP is good. Makes endgame players, who would otherwise have no interest in it, buy the expansion.LukosCreyden wrote: »I wonder if they regret making this mythic lol