Another day, another post from you about HA builds.
The idea of balance is a made up construct. It is subjective to each individual. No matter the patch, you will have people saying each change was good, or each change was bad. There are no exceptions to this, it is the nature of change, people like to conserve what is, or want to change what is.
SPR_of_HA_community wrote: »If you nerf worse and do and do not nerf the best - it is not balancing at all.
SPR_of_HA_community wrote: »If you nerf worse and do and do not nerf the best - it is not balancing at all.
While I agree that your philosophy on how nerfs should work is in line with my own, the reality of the situation is that ZOS thinks differently. Other games start out strong but dealt with power creep by raising the maximum level or making gear obsolete and needing higher level requirements in later expansions, or made it so only a certain damage type from a certain expansion can damage things within that expansion (see: Everquest). ZOS appear to have taken a similar approach that Riot Games have with League of Legends balancing, which generates short term profits/buzz at the expense of frustrating the player base. The nerfing is of the same manner, where they will nerf many aspects of a thing, rather than the problem of the thing (for example, dark convergence getting a time nerf to 25 seconds and a damage nerf). They will typically release things in a broken or overpowered way, be it DLC reliant or not, just to nerf it later.
What they haven't done yet is make changes to satisfy server performance. Why the balance team isn't forced to abide by fundamentals such as core combat abilities is beyond my level of comprehension.
By tampering with core combat mechanics (this includes your complaints about HA nerfs and lightning losing a tick), ZOS take things a step further. In league of legends, you click a minion and you do an autoattack. Some champions have faster animations to help their auto attacks, so they may need an attack speed nerf to compensate for early game power. Riot Games also tend to nerf other things about a champion at the same time to show that they did a comprehensive review, resulting in overnerfing, which is also seen in ESO when something gets looked at, and rarely do they separate PVE from PVP- (see: the dark convergence nerf).
However, in ESO, when they want to do a Riot Games equivalent of an attack speed nerf, we find that when you you click on a monster and your attack will sometimes hit the target, or sometimes it will hit what's next to the target, and other times it will hit what's directly behind you, and sometimes even still it can cause a crash to desktop with no bug report window opening. This needs to stop.
SPR_of_HA_community wrote: »SPR_of_HA_community wrote: »If you nerf worse and do and do not nerf the best - it is not balancing at all.
While I agree that your philosophy on how nerfs should work is in line with my own, the reality of the situation is that ZOS thinks differently. Other games start out strong but dealt with power creep by raising the maximum level or making gear obsolete and needing higher level requirements in later expansions, or made it so only a certain damage type from a certain expansion can damage things within that expansion (see: Everquest). ZOS appear to have taken a similar approach that Riot Games have with League of Legends balancing, which generates short term profits/buzz at the expense of frustrating the player base. The nerfing is of the same manner, where they will nerf many aspects of a thing, rather than the problem of the thing (for example, dark convergence getting a time nerf to 25 seconds and a damage nerf). They will typically release things in a broken or overpowered way, be it DLC reliant or not, just to nerf it later.
What they haven't done yet is make changes to satisfy server performance. Why the balance team isn't forced to abide by fundamentals such as core combat abilities is beyond my level of comprehension.
By tampering with core combat mechanics (this includes your complaints about HA nerfs and lightning losing a tick), ZOS take things a step further. In league of legends, you click a minion and you do an autoattack. Some champions have faster animations to help their auto attacks, so they may need an attack speed nerf to compensate for early game power. Riot Games also tend to nerf other things about a champion at the same time to show that they did a comprehensive review, resulting in overnerfing, which is also seen in ESO when something gets looked at, and rarely do they separate PVE from PVP- (see: the dark convergence nerf).
However, in ESO, when they want to do a Riot Games equivalent of an attack speed nerf, we find that when you you click on a monster and your attack will sometimes hit the target, or sometimes it will hit what's next to the target, and other times it will hit what's directly behind you, and sometimes even still it can cause a crash to desktop with no bug report window opening. This needs to stop.
On HA sets they ADD - work only on monsters as example ! So not the best sets, that was good because it was universal stop work in PVP. They do not even stop on that ! They remove DK HA buff and made empower work only on monsters too. That already for DK was lose of 90% of HA damage in PVP !
But it is not all, they remove 1 HA hit and reworked maelstorm staff, so HA lose 30-40% of DPS on it too.
So DK lose about 150% DPS on HA (nerf more than twice).
The same time in PVE with empower buff - damage is the same if compare on target dummy (about 100k DPS), target dummy was buffed on 20-25% more damage, so even with 80% PVE only empower we lose 20+% damage.
So in PVP we were nerfed more than twice !
It is not like 10-20% it is like absolute game changing rules, the same time HA becomes dodjable and LA players do not have a lot of problem with sustain.
With no sustain problem you already start to think, why do I need HA build, if my resources are OK and do not end !
The same time you have less damage and less healing, can not block or dodge whyle attack, whyle your opponent can.
The only one question for that is - who balance it ? Was he drunk ? If so I want that drunking potions too, because it looks like playing teso with it in 2022 looks terribly borring.
The same time skills do not normally press,HA have bug and it can just STOP work ! You need to reload game to make it work = you are dead in HA build if you get such bug.
For 4-5 hours of playing in PVP after U36 I get this bug 2 times !
The even more strange - only HA of lightni g staff do not work ! I changed weapon, other weapon do HA, lightning only staffs are buged. (Do not test only restro staff)
How was possible to even break it like that ?
The same time - dark convergence. It is not OP it is really good set. But because of bugs, you even do not see its animation. You just are killed by nothing !
On tank builds - block do not work ! Trmplars can pirth you with spear in block !
HOW can it stun in block ? No even logick in it ! But ok.
Now siege weapons hit you in block ... the only class that has real problems with that are DK.
DK has no purge - whyle Templars/wardens/necr can purge easely with class skill.
NB and sorc are more mobyle.
Devs looks like really hate DK class. Give them already class change tokens and delete class if you hate this to much !
Just think about it - 2 unical class skills were deleted ! Class lose ability to jump walls. Skills of this class already broken in bad way and did not work for years !
And on just example of chains and same skill from Fighter Guild:
Chains do not pull target in a lot of situations, when Fighter Guild ability do.
HOW ??? It is 2 the same pool mechanicks skills,even animation is the same !
So it really is hard to find any logick.
I think there is no any of it in 2022, but before 2020 all was really fine.
The same time - look on overnerf of plague breaker again ! 20 seconds delay was added. It change the full idea of set and made it bad. Whyle marad bane only get 1 second delay on healing !
It does not even look fair ! I can understand 2-3-5 seconds delay, but 20 ???
The same time HA build were in game from start. If they remove it, then remove more OP builds to - it looks fair ! But they do not do that too !
If you nerf some builds in PVP ok, but nerf more OP builds than this first !
Whyle some builds are immortal with greate mobility and insane damage - HA builds were good, good damage, bad mobility, bad survivability. You fight till the and or die ! Quite good game play.
But what the hell - as exampke sorcs with infinit resoirces - good mobiity and really good damage with assylum shield and sword as example ? Why is not it nerfed ? Or overload combo, some other combis that can even oneshot player by te same time gives you good healing and mobility the same builds ?
OK nerf HA and that too, to not make only US change full gear ! There builds are even better, but it was not nerfed the same time !
And to spend money on sets that are nerfed each stupid update is one big another topic, that i think all players really hate !
I think only on jevelery of sets they nerfed I already lose more than 20kk+ in this game. Some lose even more.
At least give money back when you nerf sets ! At least players can make new gold gear or houses !
Just as example only for undaunted i filtrator some HA players have 6-9 gold jevelerys ! Noble dualist, undaunted unwaver ... . Now serjant, savage wervolf ... . Next I think would be relequin ? )
The same I lose money on plague break jevelery and a lot of sets I colect that they nerf.
Each there new patch with stupid changes players lose money ))
And it is not like players mistake, it is like random changes some ... do.
And it would be good if they will not make US *** farm double perfected version of the same stuff we already do in some arenas )))
Like they do before - at least each gold weapon a lot of players had in collection.
Or may be perfect all gear ? Just think about how many gold sets you alreafy have and how much money you as a player can lose ?
There changes are not even predictable.
And the most part that makes all HA build players even more MAD - not HA builds now have same or better DPS on HA than HA builds ! And they can do better LA DPS and buff the group the same time now.
Nice balancing ?
Just as example pseudo HA build barhamut, that do not even have HA sets:
https://youtu.be/dFjyBbbbUBE
2+ HA builds creators stop play or do any content/builds after that !
Some our content creators start to tell how T-shirts are made after changes like that !
Thats how bad U35-U36 are !
T-shirts becomes more interesting to watch than play and tell about TESO !!!
https://youtu.be/m51G-kzBTLc
Neumka was very nice HA youtuber by the way.
In game where only option you have is brainlesly max stats, I think may be I need to make channel too.
And start to tell how to create felt boots )))
boi_anachronism_ wrote: »SPR_of_HA_community wrote: »SPR_of_HA_community wrote: »If you nerf worse and do and do not nerf the best - it is not balancing at all.
While I agree that your philosophy on how nerfs should work is in line with my own, the reality of the situation is that ZOS thinks differently. Other games start out strong but dealt with power creep by raising the maximum level or making gear obsolete and needing higher level requirements in later expansions, or made it so only a certain damage type from a certain expansion can damage things within that expansion (see: Everquest). ZOS appear to have taken a similar approach that Riot Games have with League of Legends balancing, which generates short term profits/buzz at the expense of frustrating the player base. The nerfing is of the same manner, where they will nerf many aspects of a thing, rather than the problem of the thing (for example, dark convergence getting a time nerf to 25 seconds and a damage nerf). They will typically release things in a broken or overpowered way, be it DLC reliant or not, just to nerf it later.
What they haven't done yet is make changes to satisfy server performance. Why the balance team isn't forced to abide by fundamentals such as core combat abilities is beyond my level of comprehension.
By tampering with core combat mechanics (this includes your complaints about HA nerfs and lightning losing a tick), ZOS take things a step further. In league of legends, you click a minion and you do an autoattack. Some champions have faster animations to help their auto attacks, so they may need an attack speed nerf to compensate for early game power. Riot Games also tend to nerf other things about a champion at the same time to show that they did a comprehensive review, resulting in overnerfing, which is also seen in ESO when something gets looked at, and rarely do they separate PVE from PVP- (see: the dark convergence nerf).
However, in ESO, when they want to do a Riot Games equivalent of an attack speed nerf, we find that when you you click on a monster and your attack will sometimes hit the target, or sometimes it will hit what's next to the target, and other times it will hit what's directly behind you, and sometimes even still it can cause a crash to desktop with no bug report window opening. This needs to stop.
On HA sets they ADD - work only on monsters as example ! So not the best sets, that was good because it was universal stop work in PVP. They do not even stop on that ! They remove DK HA buff and made empower work only on monsters too. That already for DK was lose of 90% of HA damage in PVP !
But it is not all, they remove 1 HA hit and reworked maelstorm staff, so HA lose 30-40% of DPS on it too.
So DK lose about 150% DPS on HA (nerf more than twice).
The same time in PVE with empower buff - damage is the same if compare on target dummy (about 100k DPS), target dummy was buffed on 20-25% more damage, so even with 80% PVE only empower we lose 20+% damage.
So in PVP we were nerfed more than twice !
It is not like 10-20% it is like absolute game changing rules, the same time HA becomes dodjable and LA players do not have a lot of problem with sustain.
With no sustain problem you already start to think, why do I need HA build, if my resources are OK and do not end !
The same time you have less damage and less healing, can not block or dodge whyle attack, whyle your opponent can.
The only one question for that is - who balance it ? Was he drunk ? If so I want that drunking potions too, because it looks like playing teso with it in 2022 looks terribly borring.
The same time skills do not normally press,HA have bug and it can just STOP work ! You need to reload game to make it work = you are dead in HA build if you get such bug.
For 4-5 hours of playing in PVP after U36 I get this bug 2 times !
The even more strange - only HA of lightni g staff do not work ! I changed weapon, other weapon do HA, lightning only staffs are buged. (Do not test only restro staff)
How was possible to even break it like that ?
The same time - dark convergence. It is not OP it is really good set. But because of bugs, you even do not see its animation. You just are killed by nothing !
On tank builds - block do not work ! Trmplars can pirth you with spear in block !
HOW can it stun in block ? No even logick in it ! But ok.
Now siege weapons hit you in block ... the only class that has real problems with that are DK.
DK has no purge - whyle Templars/wardens/necr can purge easely with class skill.
NB and sorc are more mobyle.
Devs looks like really hate DK class. Give them already class change tokens and delete class if you hate this to much !
Just think about it - 2 unical class skills were deleted ! Class lose ability to jump walls. Skills of this class already broken in bad way and did not work for years !
And on just example of chains and same skill from Fighter Guild:
Chains do not pull target in a lot of situations, when Fighter Guild ability do.
HOW ??? It is 2 the same pool mechanicks skills,even animation is the same !
So it really is hard to find any logick.
I think there is no any of it in 2022, but before 2020 all was really fine.
The same time - look on overnerf of plague breaker again ! 20 seconds delay was added. It change the full idea of set and made it bad. Whyle marad bane only get 1 second delay on healing !
It does not even look fair ! I can understand 2-3-5 seconds delay, but 20 ???
The same time HA build were in game from start. If they remove it, then remove more OP builds to - it looks fair ! But they do not do that too !
If you nerf some builds in PVP ok, but nerf more OP builds than this first !
Whyle some builds are immortal with greate mobility and insane damage - HA builds were good, good damage, bad mobility, bad survivability. You fight till the and or die ! Quite good game play.
But what the hell - as exampke sorcs with infinit resoirces - good mobiity and really good damage with assylum shield and sword as example ? Why is not it nerfed ? Or overload combo, some other combis that can even oneshot player by te same time gives you good healing and mobility the same builds ?
OK nerf HA and that too, to not make only US change full gear ! There builds are even better, but it was not nerfed the same time !
And to spend money on sets that are nerfed each stupid update is one big another topic, that i think all players really hate !
I think only on jevelery of sets they nerfed I already lose more than 20kk+ in this game. Some lose even more.
At least give money back when you nerf sets ! At least players can make new gold gear or houses !
Just as example only for undaunted i filtrator some HA players have 6-9 gold jevelerys ! Noble dualist, undaunted unwaver ... . Now serjant, savage wervolf ... . Next I think would be relequin ? )
The same I lose money on plague break jevelery and a lot of sets I colect that they nerf.
Each there new patch with stupid changes players lose money ))
And it is not like players mistake, it is like random changes some ... do.
And it would be good if they will not make US *** farm double perfected version of the same stuff we already do in some arenas )))
Like they do before - at least each gold weapon a lot of players had in collection.
Or may be perfect all gear ? Just think about how many gold sets you alreafy have and how much money you as a player can lose ?
There changes are not even predictable.
And the most part that makes all HA build players even more MAD - not HA builds now have same or better DPS on HA than HA builds ! And they can do better LA DPS and buff the group the same time now.
Nice balancing ?
Just as example pseudo HA build barhamut, that do not even have HA sets:
https://youtu.be/dFjyBbbbUBE
2+ HA builds creators stop play or do any content/builds after that !
Some our content creators start to tell how T-shirts are made after changes like that !
Thats how bad U35-U36 are !
T-shirts becomes more interesting to watch than play and tell about TESO !!!
https://youtu.be/m51G-kzBTLc
Neumka was very nice HA youtuber by the way.
In game where only option you have is brainlesly max stats, I think may be I need to make channel too.
And start to tell how to create felt boots )))
Dk is incredibly strong in pvp and has been for a while. Empower was creating a plague of HA one shot builds in pvp. It was nerfed for a reason, empower was removed for a reason. It was unbalancing literally everything.....
SPR_of_HA_community wrote: »boi_anachronism_ wrote: »SPR_of_HA_community wrote: »SPR_of_HA_community wrote: »If you nerf worse and do and do not nerf the best - it is not balancing at all.
While I agree that your philosophy on how nerfs should work is in line with my own, the reality of the situation is that ZOS thinks differently. Other games start out strong but dealt with power creep by raising the maximum level or making gear obsolete and needing higher level requirements in later expansions, or made it so only a certain damage type from a certain expansion can damage things within that expansion (see: Everquest). ZOS appear to have taken a similar approach that Riot Games have with League of Legends balancing, which generates short term profits/buzz at the expense of frustrating the player base. The nerfing is of the same manner, where they will nerf many aspects of a thing, rather than the problem of the thing (for example, dark convergence getting a time nerf to 25 seconds and a damage nerf). They will typically release things in a broken or overpowered way, be it DLC reliant or not, just to nerf it later.
What they haven't done yet is make changes to satisfy server performance. Why the balance team isn't forced to abide by fundamentals such as core combat abilities is beyond my level of comprehension.
By tampering with core combat mechanics (this includes your complaints about HA nerfs and lightning losing a tick), ZOS take things a step further. In league of legends, you click a minion and you do an autoattack. Some champions have faster animations to help their auto attacks, so they may need an attack speed nerf to compensate for early game power. Riot Games also tend to nerf other things about a champion at the same time to show that they did a comprehensive review, resulting in overnerfing, which is also seen in ESO when something gets looked at, and rarely do they separate PVE from PVP- (see: the dark convergence nerf).
However, in ESO, when they want to do a Riot Games equivalent of an attack speed nerf, we find that when you you click on a monster and your attack will sometimes hit the target, or sometimes it will hit what's next to the target, and other times it will hit what's directly behind you, and sometimes even still it can cause a crash to desktop with no bug report window opening. This needs to stop.
On HA sets they ADD - work only on monsters as example ! So not the best sets, that was good because it was universal stop work in PVP. They do not even stop on that ! They remove DK HA buff and made empower work only on monsters too. That already for DK was lose of 90% of HA damage in PVP !
But it is not all, they remove 1 HA hit and reworked maelstorm staff, so HA lose 30-40% of DPS on it too.
So DK lose about 150% DPS on HA (nerf more than twice).
The same time in PVE with empower buff - damage is the same if compare on target dummy (about 100k DPS), target dummy was buffed on 20-25% more damage, so even with 80% PVE only empower we lose 20+% damage.
So in PVP we were nerfed more than twice !
It is not like 10-20% it is like absolute game changing rules, the same time HA becomes dodjable and LA players do not have a lot of problem with sustain.
With no sustain problem you already start to think, why do I need HA build, if my resources are OK and do not end !
The same time you have less damage and less healing, can not block or dodge whyle attack, whyle your opponent can.
The only one question for that is - who balance it ? Was he drunk ? If so I want that drunking potions too, because it looks like playing teso with it in 2022 looks terribly borring.
The same time skills do not normally press,HA have bug and it can just STOP work ! You need to reload game to make it work = you are dead in HA build if you get such bug.
For 4-5 hours of playing in PVP after U36 I get this bug 2 times !
The even more strange - only HA of lightni g staff do not work ! I changed weapon, other weapon do HA, lightning only staffs are buged. (Do not test only restro staff)
How was possible to even break it like that ?
The same time - dark convergence. It is not OP it is really good set. But because of bugs, you even do not see its animation. You just are killed by nothing !
On tank builds - block do not work ! Trmplars can pirth you with spear in block !
HOW can it stun in block ? No even logick in it ! But ok.
Now siege weapons hit you in block ... the only class that has real problems with that are DK.
DK has no purge - whyle Templars/wardens/necr can purge easely with class skill.
NB and sorc are more mobyle.
Devs looks like really hate DK class. Give them already class change tokens and delete class if you hate this to much !
Just think about it - 2 unical class skills were deleted ! Class lose ability to jump walls. Skills of this class already broken in bad way and did not work for years !
And on just example of chains and same skill from Fighter Guild:
Chains do not pull target in a lot of situations, when Fighter Guild ability do.
HOW ??? It is 2 the same pool mechanicks skills,even animation is the same !
So it really is hard to find any logick.
I think there is no any of it in 2022, but before 2020 all was really fine.
The same time - look on overnerf of plague breaker again ! 20 seconds delay was added. It change the full idea of set and made it bad. Whyle marad bane only get 1 second delay on healing !
It does not even look fair ! I can understand 2-3-5 seconds delay, but 20 ???
The same time HA build were in game from start. If they remove it, then remove more OP builds to - it looks fair ! But they do not do that too !
If you nerf some builds in PVP ok, but nerf more OP builds than this first !
Whyle some builds are immortal with greate mobility and insane damage - HA builds were good, good damage, bad mobility, bad survivability. You fight till the and or die ! Quite good game play.
But what the hell - as exampke sorcs with infinit resoirces - good mobiity and really good damage with assylum shield and sword as example ? Why is not it nerfed ? Or overload combo, some other combis that can even oneshot player by te same time gives you good healing and mobility the same builds ?
OK nerf HA and that too, to not make only US change full gear ! There builds are even better, but it was not nerfed the same time !
And to spend money on sets that are nerfed each stupid update is one big another topic, that i think all players really hate !
I think only on jevelery of sets they nerfed I already lose more than 20kk+ in this game. Some lose even more.
At least give money back when you nerf sets ! At least players can make new gold gear or houses !
Just as example only for undaunted i filtrator some HA players have 6-9 gold jevelerys ! Noble dualist, undaunted unwaver ... . Now serjant, savage wervolf ... . Next I think would be relequin ? )
The same I lose money on plague break jevelery and a lot of sets I colect that they nerf.
Each there new patch with stupid changes players lose money ))
And it is not like players mistake, it is like random changes some ... do.
And it would be good if they will not make US *** farm double perfected version of the same stuff we already do in some arenas )))
Like they do before - at least each gold weapon a lot of players had in collection.
Or may be perfect all gear ? Just think about how many gold sets you alreafy have and how much money you as a player can lose ?
There changes are not even predictable.
And the most part that makes all HA build players even more MAD - not HA builds now have same or better DPS on HA than HA builds ! And they can do better LA DPS and buff the group the same time now.
Nice balancing ?
Just as example pseudo HA build barhamut, that do not even have HA sets:
https://youtu.be/dFjyBbbbUBE
2+ HA builds creators stop play or do any content/builds after that !
Some our content creators start to tell how T-shirts are made after changes like that !
Thats how bad U35-U36 are !
T-shirts becomes more interesting to watch than play and tell about TESO !!!
https://youtu.be/m51G-kzBTLc
Neumka was very nice HA youtuber by the way.
In game where only option you have is brainlesly max stats, I think may be I need to make channel too.
And start to tell how to create felt boots )))
Dk is incredibly strong in pvp and has been for a while. Empower was creating a plague of HA one shot builds in pvp. It was nerfed for a reason, empower was removed for a reason. It was unbalancing literally everything.....
DK oneshot build worked on Idea, that HA from sneak was always critical hit.
First question was - where is it written about ?
Second - change it to ordinary strike.
Third - was not NB just do the same 1 hit ? )
The same time HA from sneak is visible and have sound. You can check it if you have alt in as example duel.
Serpent coil prevent from it and you can just block or dodge it.
So it was tons of options to normally fix it or prevent it from happening. The same time not to many DK use that build I only remember 1-2 players who played like that.
boi_anachronism_ wrote: »SPR_of_HA_community wrote: »boi_anachronism_ wrote: »SPR_of_HA_community wrote: »SPR_of_HA_community wrote: »If you nerf worse and do and do not nerf the best - it is not balancing at all.
While I agree that your philosophy on how nerfs should work is in line with my own, the reality of the situation is that ZOS thinks differently. Other games start out strong but dealt with power creep by raising the maximum level or making gear obsolete and needing higher level requirements in later expansions, or made it so only a certain damage type from a certain expansion can damage things within that expansion (see: Everquest). ZOS appear to have taken a similar approach that Riot Games have with League of Legends balancing, which generates short term profits/buzz at the expense of frustrating the player base. The nerfing is of the same manner, where they will nerf many aspects of a thing, rather than the problem of the thing (for example, dark convergence getting a time nerf to 25 seconds and a damage nerf). They will typically release things in a broken or overpowered way, be it DLC reliant or not, just to nerf it later.
What they haven't done yet is make changes to satisfy server performance. Why the balance team isn't forced to abide by fundamentals such as core combat abilities is beyond my level of comprehension.
By tampering with core combat mechanics (this includes your complaints about HA nerfs and lightning losing a tick), ZOS take things a step further. In league of legends, you click a minion and you do an autoattack. Some champions have faster animations to help their auto attacks, so they may need an attack speed nerf to compensate for early game power. Riot Games also tend to nerf other things about a champion at the same time to show that they did a comprehensive review, resulting in overnerfing, which is also seen in ESO when something gets looked at, and rarely do they separate PVE from PVP- (see: the dark convergence nerf).
However, in ESO, when they want to do a Riot Games equivalent of an attack speed nerf, we find that when you you click on a monster and your attack will sometimes hit the target, or sometimes it will hit what's next to the target, and other times it will hit what's directly behind you, and sometimes even still it can cause a crash to desktop with no bug report window opening. This needs to stop.
On HA sets they ADD - work only on monsters as example ! So not the best sets, that was good because it was universal stop work in PVP. They do not even stop on that ! They remove DK HA buff and made empower work only on monsters too. That already for DK was lose of 90% of HA damage in PVP !
But it is not all, they remove 1 HA hit and reworked maelstorm staff, so HA lose 30-40% of DPS on it too.
So DK lose about 150% DPS on HA (nerf more than twice).
The same time in PVE with empower buff - damage is the same if compare on target dummy (about 100k DPS), target dummy was buffed on 20-25% more damage, so even with 80% PVE only empower we lose 20+% damage.
So in PVP we were nerfed more than twice !
It is not like 10-20% it is like absolute game changing rules, the same time HA becomes dodjable and LA players do not have a lot of problem with sustain.
With no sustain problem you already start to think, why do I need HA build, if my resources are OK and do not end !
The same time you have less damage and less healing, can not block or dodge whyle attack, whyle your opponent can.
The only one question for that is - who balance it ? Was he drunk ? If so I want that drunking potions too, because it looks like playing teso with it in 2022 looks terribly borring.
The same time skills do not normally press,HA have bug and it can just STOP work ! You need to reload game to make it work = you are dead in HA build if you get such bug.
For 4-5 hours of playing in PVP after U36 I get this bug 2 times !
The even more strange - only HA of lightni g staff do not work ! I changed weapon, other weapon do HA, lightning only staffs are buged. (Do not test only restro staff)
How was possible to even break it like that ?
The same time - dark convergence. It is not OP it is really good set. But because of bugs, you even do not see its animation. You just are killed by nothing !
On tank builds - block do not work ! Trmplars can pirth you with spear in block !
HOW can it stun in block ? No even logick in it ! But ok.
Now siege weapons hit you in block ... the only class that has real problems with that are DK.
DK has no purge - whyle Templars/wardens/necr can purge easely with class skill.
NB and sorc are more mobyle.
Devs looks like really hate DK class. Give them already class change tokens and delete class if you hate this to much !
Just think about it - 2 unical class skills were deleted ! Class lose ability to jump walls. Skills of this class already broken in bad way and did not work for years !
And on just example of chains and same skill from Fighter Guild:
Chains do not pull target in a lot of situations, when Fighter Guild ability do.
HOW ??? It is 2 the same pool mechanicks skills,even animation is the same !
So it really is hard to find any logick.
I think there is no any of it in 2022, but before 2020 all was really fine.
The same time - look on overnerf of plague breaker again ! 20 seconds delay was added. It change the full idea of set and made it bad. Whyle marad bane only get 1 second delay on healing !
It does not even look fair ! I can understand 2-3-5 seconds delay, but 20 ???
The same time HA build were in game from start. If they remove it, then remove more OP builds to - it looks fair ! But they do not do that too !
If you nerf some builds in PVP ok, but nerf more OP builds than this first !
Whyle some builds are immortal with greate mobility and insane damage - HA builds were good, good damage, bad mobility, bad survivability. You fight till the and or die ! Quite good game play.
But what the hell - as exampke sorcs with infinit resoirces - good mobiity and really good damage with assylum shield and sword as example ? Why is not it nerfed ? Or overload combo, some other combis that can even oneshot player by te same time gives you good healing and mobility the same builds ?
OK nerf HA and that too, to not make only US change full gear ! There builds are even better, but it was not nerfed the same time !
And to spend money on sets that are nerfed each stupid update is one big another topic, that i think all players really hate !
I think only on jevelery of sets they nerfed I already lose more than 20kk+ in this game. Some lose even more.
At least give money back when you nerf sets ! At least players can make new gold gear or houses !
Just as example only for undaunted i filtrator some HA players have 6-9 gold jevelerys ! Noble dualist, undaunted unwaver ... . Now serjant, savage wervolf ... . Next I think would be relequin ? )
The same I lose money on plague break jevelery and a lot of sets I colect that they nerf.
Each there new patch with stupid changes players lose money ))
And it is not like players mistake, it is like random changes some ... do.
And it would be good if they will not make US *** farm double perfected version of the same stuff we already do in some arenas )))
Like they do before - at least each gold weapon a lot of players had in collection.
Or may be perfect all gear ? Just think about how many gold sets you alreafy have and how much money you as a player can lose ?
There changes are not even predictable.
And the most part that makes all HA build players even more MAD - not HA builds now have same or better DPS on HA than HA builds ! And they can do better LA DPS and buff the group the same time now.
Nice balancing ?
Just as example pseudo HA build barhamut, that do not even have HA sets:
https://youtu.be/dFjyBbbbUBE
2+ HA builds creators stop play or do any content/builds after that !
Some our content creators start to tell how T-shirts are made after changes like that !
Thats how bad U35-U36 are !
T-shirts becomes more interesting to watch than play and tell about TESO !!!
https://youtu.be/m51G-kzBTLc
Neumka was very nice HA youtuber by the way.
In game where only option you have is brainlesly max stats, I think may be I need to make channel too.
And start to tell how to create felt boots )))
Dk is incredibly strong in pvp and has been for a while. Empower was creating a plague of HA one shot builds in pvp. It was nerfed for a reason, empower was removed for a reason. It was unbalancing literally everything.....
DK oneshot build worked on Idea, that HA from sneak was always critical hit.
First question was - where is it written about ?
Second - change it to ordinary strike.
Third - was not NB just do the same 1 hit ? )
The same time HA from sneak is visible and have sound. You can check it if you have alt in as example duel.
Serpent coil prevent from it and you can just block or dodge it.
So it was tons of options to normally fix it or prevent it from happening. The same time not to many DK use that build I only remember 1-2 players who played like that.
No nb does not do the same. It requires 3-5 additional "charge up hits" before it can proc bow. You could literally spam HA. I saw it over and over.
You can not force everyone in to using one mythic to to fight what was one of the most ubiquitous builds for pvp in the game. Especially since you have to pay for the dlc to own it making it literally pay to win. People used fire staff, empower, and wrecked everything. It's a fact.
Your just flat wrong, sorc got nerfed INSANELY this last patch and light attacks were also substantially nerfed, not only that they no longer can use empower AT ALL. In addition where is your supporting data? 15% of players.. 30% of player... How. Where is this data from. Do you even read the patch notes?
chessalavakia_ESO wrote: »
Personally, I don't fully understand the current design regarding main stat vs weapon/spell damage.
It seems like Weapon/Spell Damage is a bit better than your main stat when it comes to doing damage/healing.
It also seems like it gets better stats lines on gear.
Finally, it seems to get better buffs.
I could understand it being better at one of those as your main stat also increases your capacity but, having it be better in all of those areas seems a little odd especially when the healing sets scale off of max stat.
SPR_of_HA_community wrote: »Another day, another post from you about HA builds.
The idea of balance is a made up construct. It is subjective to each individual. No matter the patch, you will have people saying each change was good, or each change was bad. There are no exceptions to this, it is the nature of change, people like to conserve what is, or want to change what is.
I was OK how it was for lats 7 years and the most before all big changes after race passives change and etc.
If they do not change anything I would be ok.
But with changes they do I think it is correct to ask as example, if they nerf some thing, why do not they nerf some thing that is better than that )
It is how balance work. If you nerf some thing, you nerf the best or UP some thing worse.
If you nerf worse and do and do not nerf the best - it is not balancing at all.
barney2525 wrote: »SPR_of_HA_community wrote: »Another day, another post from you about HA builds.
The idea of balance is a made-up construct. It is subjective to each individual. No matter the patch, you will have people saying each change was good, or each change was bad. There are no exceptions to this, it is the nature of change, people like to conserve what is, or want to change what is.
I was OK with how it was for the last 7 years and the most before all big changes after race passives change and etc.
If they do not change anything I would be ok.
But with changes they do I think it is correct to ask for example if they nerf something, why do not they nerf something that is better than that )
It is how to balance work. If you nerf something, you nerf the best or UP something worse.
If you nerf worse and do and do not nerf the best - it is not balancing at all.
I just want the Block to work
barney2525 wrote: »SPR_of_HA_community wrote: »Another day, another post from you about HA builds.
The idea of balance is a made up construct. It is subjective to each individual. No matter the patch, you will have people saying each change was good, or each change was bad. There are no exceptions to this, it is the nature of change, people like to conserve what is, or want to change what is.
I was OK how it was for lats 7 years and the most before all big changes after race passives change and etc.
If they do not change anything I would be ok.
But with changes they do I think it is correct to ask as example, if they nerf some thing, why do not they nerf some thing that is better than that )
It is how balance work. If you nerf some thing, you nerf the best or UP some thing worse.
If you nerf worse and do and do not nerf the best - it is not balancing at all.
I just want the Block to work
Kingsindarkness wrote: »barney2525 wrote: »SPR_of_HA_community wrote: »Another day, another post from you about HA builds.
The idea of balance is a made-up construct. It is subjective to each individual. No matter the patch, you will have people saying each change was good, or each change was bad. There are no exceptions to this, it is the nature of change, people like to conserve what is, or want to change what is.
I was OK with how it was for the last 7 years and the most before all big changes after race passives change and etc.
If they do not change anything I would be ok.
But with changes they do I think it is correct to ask for example if they nerf something, why do not they nerf something that is better than that )
It is how to balance work. If you nerf something, you nerf the best or UP something worse.
If you nerf worse and do and do not nerf the best - it is not balancing at all.
I just want the Block to work
I have a feeling soon we won't have a need for Block or weaving.
Call it a hunch.