This + the dagger changes is about a 3% crit rate drop. Which is a decent size nerf. People that got by with 52% crit rate are now under 50%, for example. I wouldn't be surprised if by the end of this patch cycle if Slimecraw gets nerfed to do just as much crit as any other monster helm.
This + the dagger changes is about a 3% crit rate drop. Which is a decent size nerf. People that got by with 52% crit rate are now under 50%, for example. I wouldn't be surprised if by the end of this patch cycle if Slimecraw gets nerfed to do just as much crit as any other monster helm.
Slimecraw is budgeted that way because the second piece is a named buff that is easy to get from other sources. That was given as the official reason by the devs in a developer comment when they issued an earlier round of crit chance nerfs.
If they nerf Slimecraw's crit chance so its first piece is in line with every other set bonus, they will rightfully be pressed to make up for it to maintain that monster set's budget.
WrathOfInnos wrote: »I respect that they have finally taken a small step towards balancing mundus stones. Unfortunately it doesn't change anything because there are no decent options to balance it against.
Shadow is entirely useless in PVE due to the crit damage cap. Lover is also rarely needed in group PVE. Apprentice and Warrior are both too weak to be real options, at about 80% the damage impact of Thief even post nerf. Tower and Mage are simply awful choices, worth just over half of Thief for damage (we just don't have good multipliers on max resources anymore).
I'm not saying to give Thief the sledgehammer, the small adjustment approach is great. We just need to bring some other options up as Thief drops down to be in balance. Removing the crit damage cap would return Shadow as a viable option, and hybridizing Apprentice/Warrior along with a 20-25% buff would be good.
Dagoth_Rac wrote: »This + the dagger changes is about a 3% crit rate drop. Which is a decent size nerf. People that got by with 52% crit rate are now under 50%, for example. I wouldn't be surprised if by the end of this patch cycle if Slimecraw gets nerfed to do just as much crit as any other monster helm.
Slimecraw is budgeted that way because the second piece is a named buff that is easy to get from other sources. That was given as the official reason by the devs in a developer comment when they issued an earlier round of crit chance nerfs.
If they nerf Slimecraw's crit chance so its first piece is in line with every other set bonus, they will rightfully be pressed to make up for it to maintain that monster set's budget.
Nerfed Slimecraw:
(1 item) Adds 657 Critical Chance
(2 items) Adds 114 Critical Chance. Gain Minor Berserk at all times, increasing your damage done by 5%
ZOS: Nothing has changed!
Players:
ZOS: Gonna nerf the thief so it's equal to other mundus stones.
Players: Every single character I have uses the thief. Why would they do this??
Me: LOL. What's funny about that is hopefully pretty obvious. But just to lay it out in greater detail:
If you PvE folks want build diversity (I'm not saying you do but it gets said from time to time,) and more gear sets to choose from you may have to accept that certain staples will need to be nerfed or adjusted. There's only so many ways to hit the crit cap with as much crit % as possible.
Either way... 1 or 2% crit percent reduction is kinda a small deal isn't it? The sky isn't falling, ladies and gents, that was just a rain drop.
What they really should do is give all monsters 5k more resistances and invite some pen to the party. But let me stop before some khajiit comes for my scalp!
MidniteOwl1913 wrote: »ZOS: Gonna nerf the thief so it's equal to other mundus stones.
Players: Every single character I have uses the thief. Why would they do this??
Me: LOL. What's funny about that is hopefully pretty obvious. But just to lay it out in greater detail:
If you PvE folks want build diversity (I'm not saying you do but it gets said from time to time,) and more gear sets to choose from you may have to accept that certain staples will need to be nerfed or adjusted. There's only so many ways to hit the crit cap with as much crit % as possible.
Either way... 1 or 2% crit percent reduction is kinda a small deal isn't it? The sky isn't falling, ladies and gents, that was just a rain drop.
What they really should do is give all monsters 5k more resistances and invite some pen to the party. But let me stop before some khajiit comes for my scalp!
I don't *want* build diversity. What I want is stability! What I want is to look forward to updates and changes, not dread every blasted change! What I want is to just play for a year with the same setup and have be the same!
Sorry, I'm just tired of having to rework and rework and rework just to stay in the same place. I'm tired of arbitrary change.
Shepoffire wrote: »Y'all crying about such a baby nerf. Yeah it sucks but it's negligible
It's another nerf in a LONG line of nerfs, the "crying" is at the fact the nerfs to Critical just won't stop.
How much damage has ESO/ZOS taken away should be the question. Take the crit reduction and apply it to all the damage, skills and set procs. ESO/ZOS has been over the past year and a half (I may be wrong) slowly reducing our overall damage. They give us a little then take a sizable amount back later.