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The CP nerf to Biting Aura and family was a bad move.

MindOfTheSwarm
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So the argument was that these were too used. Personally, I think they should have doubled down on them and buffed them to 20% but double the CP point cost. Furthermore, if it really was an issue then why not just cap them to only having one of them slotted. Right now, 6% is barely even worth the CP point investment. Also, with nerf to Deadly Strikes and now 6% value from Thaumaturge, dedicated DoT builds are practically dead in the water.

The right move in my opinion would be as I suggested, buff them up but only allow one of them slotted at a time allowing for niche builds and play styles.
  • deleted221106-002999
    deleted221106-002999
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    I was more concerned that they made it 25 pts per stage and killed the 10pts per stage; a lot of lower cp players lost ALL the bonus as a result.
  • deleted221106-002999
    deleted221106-002999
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    But off-balance from lightning staff et al!

    /s

  • Everest_Lionheart
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    With the buff to wrathful strikes don’t overlook it as a slottable. Already made the switch on a few toons and I’m liking the change, it’s a solid buff to all your LA and skills.
  • drsalvation
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    They don't want you to spam skills, they want you to use exploits (like off-balance, stun, etc).
    If that was the case, honestly I'd rather them not nerf those perks, but buff the other options like they just did.

    The problem is that with their "play as you want" motto, they want you to play as THEY want (It's bad enough that there's no RPG in this mmoRPG, considering there's no player choices and we're forced to pick one dialogue option)
    I mean, look at mist form. It was performing so well in PvE and they didn't want that, so now they made it PvP only.

    Those perks were being overused because it was the best option. So now they took that away and gave us something else.
    I think this is a bad approach as a game designer. They should've simply buffed the alternatives and give us a choice. Either just keep spamming skills, or use exploits for better bursts. But by taking something away and offering the other alternatives, it's just switching where the meta will be, and then they'll be the ones outperforming everything, they'll get nerfed, and maybe buff some other choices to move us to that direction.
  • BretonMage
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    The problem is that with their "play as you want" motto, they want you to play as THEY want

    That's how I experience it as well. I have, since my Fable/Oblivion days, loved AOE spells, and this nerf just makes combat less satisfying (and less effective) for me. It is, again, yet another nerf that punishes people for playing as they like and force others to go chasing other metas. It's exhausting.
  • neferpitou73
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    The forums were saying that healing/mitigate were too strong in PvP....so ZOS fixed that by reducing damage CP?
  • Tannus15
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    ZoS have issues where they seem to think AOE damage and single target damage need to be scaled in the same way because spreadsheets i guess?

    the problem is that single target damage skills hit significantly harder, see frags and bow proc and as such % increases can be huge, while aoe skills rarely hit that hard, the exceptions being sub assault and blastbones i guess.
    this is why lightning staffs suck. 10% aoe damage i not even close to the same as 10% single target damage when you compare how much single target damage vs aoe damage you do.
  • MindOfTheSwarm
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    Well if they limited Biting Aura and others to having only 1 or maybe 2 slotted it would allow for build diversity within the CP tree. When all builds choose the same nodes, there is no diversity outside of aesthetics and set pieces. Truth is some people want to make a dedicated DoT build, some people want to build and AoE build. But off meta builds aren’t allowed to perform well I guess.

    Another option would be to have more nodes branch from them, for example Thaumaturge offers 10% but when filled you can follow it to another star that buffs your DoT damage further, with the CP cost causing you to sacrifice elsewhere. It could even be slotted able and have negative effects.

    Example: Increases the damage of your Ground Area of Effect Damage over Time effects by 50% but all other damage deals 30% less.

    I think players should have the choice to invest in certain skills and buff them. Maybe a new system could be added that lets you empower one or 2 skills in skill lines at the cost of negatively impacting others.

  • PvP_Exploiter
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    The forums were saying that healing/mitigate were too strong in PvP....so ZOS fixed that by reducing damage CP?

    They have said, and tried, many times that they want to reduce the DPS ceiling.

    Changing all the CP slottables, damage done and healing/mitigating addresses both issues.

    Nerfing the damage does kinda counteract the nerf to mitigation but I think the mitigation was more effective as you have less sources of it generally.
  • Dragonlord573
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    The problem isn't that they are too overused, it's that those are legit the only options a DPS has to them. Why would a DPS use one of the healer or tank CPs? There are way more tank and healers CPs in comparison to the DPS CPs too. If ZOS wanted more build diversity then they should add new stars for DPS to use rather than nerfing the few stars we have already.
  • BXR_Lonestar
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    Tannus15 wrote: »
    ZoS have issues where they seem to think AOE damage and single target damage need to be scaled in the same way because spreadsheets i guess?

    the problem is that single target damage skills hit significantly harder, see frags and bow proc and as such % increases can be huge, while aoe skills rarely hit that hard, the exceptions being sub assault and blastbones i guess.
    this is why lightning staffs suck. 10% aoe damage i not even close to the same as 10% single target damage when you compare how much single target damage vs aoe damage you do.

    They need to make lightning staff cause lightning skills to arc so that more mobs = more damage. Lightning staff should have a CLEAR advantage in fights where there are more mobs, but the only reason to take lightning staff over inferno staff right now is the HA mechanic, which is mainly a niche for specific builds.
  • neferpitou73
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    Tannus15 wrote: »
    ZoS have issues where they seem to think AOE damage and single target damage need to be scaled in the same way because spreadsheets i guess?

    the problem is that single target damage skills hit significantly harder, see frags and bow proc and as such % increases can be huge, while aoe skills rarely hit that hard, the exceptions being sub assault and blastbones i guess.
    this is why lightning staffs suck. 10% aoe damage i not even close to the same as 10% single target damage when you compare how much single target damage vs aoe damage you do.

    They need to make lightning staff cause lightning skills to arc so that more mobs = more damage. Lightning staff should have a CLEAR advantage in fights where there are more mobs, but the only reason to take lightning staff over inferno staff right now is the HA mechanic, which is mainly a niche for specific builds.

    Lightning staff has this on pulsar already. In all honestly I'd love for them to diversify weapons in general. Dual wield is the default choice on most of the PvP builds I run. I'd love to be able to run staves again for variety.
  • MindOfTheSwarm
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    Maybe separate out the elemental stuff into separate stars? Instead of a generic one that buffs all damage types.
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