You should also consider that Nbs have concealed weapon, which is the best spammable in the game, and Dks have whip; both morphs are very good. These are instant melee spammables. These classes also happen to be doing very well in PvP partially because they actually have a reliable melee spammable that comes with their class kit. If you think the added DOT pressure from MDW is problematic, it really isn't with how high the current TTK is these days. Meanwhile, those same classes also tend to backbar an ice staff with elemental susceptibility far more than you see them spam rending slashes, at least on PCNA.
Stinging slashes itself has not been updated in about 40 months, and the last change they made for it to do "spammable" levels of damage is actually intended. Nerfing it because its become more common as a result of changes being made throughout the last few years that has lead to an overall increase in TTK, which has then also caused cast time spammables like dizzy swing to lose much of its burst potency, is silly, and would end up creating more problems that it solves.
High TTK is already an issue. Crazy stacked cross-healing is an issue. Undeath is an issue. Getting spammed and status effect stacked by multiple elemental susceptibilities from a distance at a free cost can also be an issue. All a nerf like this would do is make NBs and DKs stronger because they aren't as reliant on MDW, and push other classes into using ranged setups. It would also cause the TTK to increase even more. Anyone who actually believes that we're in an oppressive high damage meta (outside of getting absolutely zerged) is either a relatively new player with a lack of experience of what the games TTK used to be like, misses pre-nerf mara's balm, or has amnesia, because the overall TTK used to be much lower years ago.
The MDW bonus itself was also more potent years ago than it is today, especially when combined with pre-nerfed DOT builds. They gave everyone a free 1000 weapon/spell damage with CP 2.0 which brought ability damage buffs and an even greater healing buff (because healing doesn't get mitigated as much as damage does) which hasn't benefited MDW's unchanged flat damage bonus at all. Yet people weren't complaining about MDW nearly as much back then because there were other effective options and playstyles available. So instead of focusing on nerfing offensive options that currently work, how about we actually bring other offensive options up to par again.
For other arena weapons, look at BRP 2H for example; its completely outclassed and made mostly pointless by Masters 2H. Maybe giving it the weapon damage bonus that they were going to give maelstrom 2H before they changed it to a direct damage bonus would help. Rework maelstrom DW so it has a bonus that actually buffs itself. Add a bonus to maelstrom SnB where light attacking increases the damage of heroic strike/deep slash so you can have that as another spammable option again like before; they might as well because they've already given ice staves offensive options. Give flame and shock reach the frost reach treatment too so ranged magicka builds have more spammable options available, as well as making masters destro more viable.
Offensive "power creep" might be a necessity to help combat the defensive power creep that's been taking place over the last few years if they won't otherwise directly address that defensive power creep that they've created. It would also be really nice if more instant melee spammables were introduced. So having a 5pc set on the FB and another on the BB becomes a more viable setup for classes currently lacking a good and reliable melee spammable, because only using one arena weapon with two 5pc sets means having to sacrifice either your monster 2pc or a mythic, along with missing out on 1pc trainee.
IZZEFlameLash wrote: »You should also consider that Nbs have concealed weapon, which is the best spammable in the game, and Dks have whip; both morphs are very good. These are instant melee spammables. These classes also happen to be doing very well in PvP partially because they actually have a reliable melee spammable that comes with their class kit. If you think the added DOT pressure from MDW is problematic, it really isn't with how high the current TTK is these days. Meanwhile, those same classes also tend to backbar an ice staff with elemental susceptibility far more than you see them spam rending slashes, at least on PCNA.
Stinging slashes itself has not been updated in about 40 months, and the last change they made for it to do "spammable" levels of damage is actually intended. Nerfing it because its become more common as a result of changes being made throughout the last few years that has lead to an overall increase in TTK, which has then also caused cast time spammables like dizzy swing to lose much of its burst potency, is silly, and would end up creating more problems that it solves.
High TTK is already an issue. Crazy stacked cross-healing is an issue. Undeath is an issue. Getting spammed and status effect stacked by multiple elemental susceptibilities from a distance at a free cost can also be an issue. All a nerf like this would do is make NBs and DKs stronger because they aren't as reliant on MDW, and push other classes into using ranged setups. It would also cause the TTK to increase even more. Anyone who actually believes that we're in an oppressive high damage meta (outside of getting absolutely zerged) is either a relatively new player with a lack of experience of what the games TTK used to be like, misses pre-nerf mara's balm, or has amnesia, because the overall TTK used to be much lower years ago.
The MDW bonus itself was also more potent years ago than it is today, especially when combined with pre-nerfed DOT builds. They gave everyone a free 1000 weapon/spell damage with CP 2.0 which brought ability damage buffs and an even greater healing buff (because healing doesn't get mitigated as much as damage does) which hasn't benefited MDW's unchanged flat damage bonus at all. Yet people weren't complaining about MDW nearly as much back then because there were other effective options and playstyles available. So instead of focusing on nerfing offensive options that currently work, how about we actually bring other offensive options up to par again.
For other arena weapons, look at BRP 2H for example; its completely outclassed and made mostly pointless by Masters 2H. Maybe giving it the weapon damage bonus that they were going to give maelstrom 2H before they changed it to a direct damage bonus would help. Rework maelstrom DW so it has a bonus that actually buffs itself. Add a bonus to maelstrom SnB where light attacking increases the damage of heroic strike/deep slash so you can have that as another spammable option again like before; they might as well because they've already given ice staves offensive options. Give flame and shock reach the frost reach treatment too so ranged magicka builds have more spammable options available, as well as making masters destro more viable.
Offensive "power creep" might be a necessity to help combat the defensive power creep that's been taking place over the last few years if they won't otherwise directly address that defensive power creep that they've created. It would also be really nice if more instant melee spammables were introduced. So having a 5pc set on the FB and another on the BB becomes a more viable setup for classes currently lacking a good and reliable melee spammable, because only using one arena weapon with two 5pc sets means having to sacrifice either your monster 2pc or a mythic, along with missing out on 1pc trainee.
Remember when bleed used to ignore physical resistances? Lol that was when Master's DW was at its peak. Combined with axes proccing its own strong bleed.
SandandStars wrote: »so keep masters dw op so that other classes have a chance at competing with nb and dk?
aside from a flaw in that logic (a thousand dks running masters dw), does this seem like an intelligent way to provide dynamic combat for a game with hundreds of useless gear sets?
maybe I’m just bored of this crappily balanced game
IZZEFlameLash wrote: »You should also consider that Nbs have concealed weapon, which is the best spammable in the game, and Dks have whip; both morphs are very good. These are instant melee spammables. These classes also happen to be doing very well in PvP partially because they actually have a reliable melee spammable that comes with their class kit. If you think the added DOT pressure from MDW is problematic, it really isn't with how high the current TTK is these days. Meanwhile, those same classes also tend to backbar an ice staff with elemental susceptibility far more than you see them spam rending slashes, at least on PCNA.
Stinging slashes itself has not been updated in about 40 months, and the last change they made for it to do "spammable" levels of damage is actually intended. Nerfing it because its become more common as a result of changes being made throughout the last few years that has lead to an overall increase in TTK, which has then also caused cast time spammables like dizzy swing to lose much of its burst potency, is silly, and would end up creating more problems that it solves.
High TTK is already an issue. Crazy stacked cross-healing is an issue. Undeath is an issue. Getting spammed and status effect stacked by multiple elemental susceptibilities from a distance at a free cost can also be an issue. All a nerf like this would do is make NBs and DKs stronger because they aren't as reliant on MDW, and push other classes into using ranged setups. It would also cause the TTK to increase even more. Anyone who actually believes that we're in an oppressive high damage meta (outside of getting absolutely zerged) is either a relatively new player with a lack of experience of what the games TTK used to be like, misses pre-nerf mara's balm, or has amnesia, because the overall TTK used to be much lower years ago.
The MDW bonus itself was also more potent years ago than it is today, especially when combined with pre-nerfed DOT builds. They gave everyone a free 1000 weapon/spell damage with CP 2.0 which brought ability damage buffs and an even greater healing buff (because healing doesn't get mitigated as much as damage does) which hasn't benefited MDW's unchanged flat damage bonus at all. Yet people weren't complaining about MDW nearly as much back then because there were other effective options and playstyles available. So instead of focusing on nerfing offensive options that currently work, how about we actually bring other offensive options up to par again.
For other arena weapons, look at BRP 2H for example; its completely outclassed and made mostly pointless by Masters 2H. Maybe giving it the weapon damage bonus that they were going to give maelstrom 2H before they changed it to a direct damage bonus would help. Rework maelstrom DW so it has a bonus that actually buffs itself. Add a bonus to maelstrom SnB where light attacking increases the damage of heroic strike/deep slash so you can have that as another spammable option again like before; they might as well because they've already given ice staves offensive options. Give flame and shock reach the frost reach treatment too so ranged magicka builds have more spammable options available, as well as making masters destro more viable.
Offensive "power creep" might be a necessity to help combat the defensive power creep that's been taking place over the last few years if they won't otherwise directly address that defensive power creep that they've created. It would also be really nice if more instant melee spammables were introduced. So having a 5pc set on the FB and another on the BB becomes a more viable setup for classes currently lacking a good and reliable melee spammable, because only using one arena weapon with two 5pc sets means having to sacrifice either your monster 2pc or a mythic, along with missing out on 1pc trainee.
Remember when bleed used to ignore physical resistances? Lol that was when Master's DW was at its peak. Combined with axes proccing its own strong bleed.
I do. I believe that was also when DOT ticks were at 1 second intervals too and I remember being able to see chunks of health being removed by old masters DW with axes lol. Was particularly brutal when stacked with old defile and other DOT abilities when they actually did good damage as well. I also remember old reverb back when it had a 30% defile; which ironically did more pressure than today's MDW. Or old wrecking blow with the knock up stun that could set up easy 20k plus ult combos back when the average health pool was 22-25k.
Which makes you wonder how a lot of these players today who think "MDW does too much pressure plz nerf" would react had they actually played or remembered how the game was back then.
And this is exactly why I don't complain about dots today. They are nothing compared to years past. The bleeds ignoring armor thing alone made Werewolves and Rending-to-Cloak critblades the stuff of nightmares.IZZEFlameLash wrote: »Remember when bleed used to ignore physical resistances? Lol that was when Master's DW was at its peak. Combined with axes proccing its own strong bleed.
And this is exactly why I don't complain about dots today. They are nothing compared to years past. The bleeds ignoring armor thing alone made Werewolves and Rending-to-Cloak critblades the stuff of nightmares.IZZEFlameLash wrote: »Remember when bleed used to ignore physical resistances? Lol that was when Master's DW was at its peak. Combined with axes proccing its own strong bleed.
You guys are really missing the important points about why it's OP.
It's mostly OP because it's unscaled damage. It isn't about how much damage it does necessarily it's about how tanky you can build yourself to be while still doing damage that damage.
It's about DW, Masters or otherwise, being the only real weapon choice these days.
It's about the over-abundance of status effects, how duel wield allows 1 more enchant and a possible free charged trait on the off-hand.
It's about the hemorrhaging procs. It's about the combination of it all, plus weakness to elements, just being the only resource efficient way to do damage. How those 2 skills do so much, all without building for damage.
And it's about the interaction with the other OP sets-- dragons appetite and draugrkin.
Everybody is using it. If it's not OP, why are so many people using it?
Your hypothesis is wrong and it's leading you down the wrong path of logic because you're trying to prove your personal opinion instead of trying to explain what the current state of the game actually and obviously is.
You guys are really missing the important points about why it's OP.
It's mostly OP because it's unscaled damage. It isn't about how much damage it does necessarily it's about how tanky you can build yourself to be while still doing damage that damage.
It's about DW, Masters or otherwise, being the only real weapon choice these days.
It's about the over-abundance of status effects, how duel wield allows 1 more enchant and a possible free charged trait on the off-hand.
It's about the hemorrhaging procs. It's about the combination of it all, plus weakness to elements, just being the only resource efficient way to do damage. How those 2 skills do so much, all without building for damage.
And it's about the interaction with the other OP sets-- dragons appetite and draugrkin.
Everybody is using it. If it's not OP, why are so many people using it?
Your hypothesis is wrong and it's leading you down the wrong path of logic because you're trying to prove your personal opinion instead of trying to explain what the current state of the game actually and obviously is.
@CameraBeardThePirate But don't you think that if instances of flat damage were nerfed then people wouldn't be able to build so tanky (and still have damage,) and then the meta would shift back to where burst was king again and whatever little DoT damage could be tacked on top was actually sufficient?
Well, yes, thank you for that. I can see that, yes, and I agree it's kind of a convoluted mess with a lot of factors.
Even vampire Undeath though-- to choose only one example-- might be slightly less of a problem if Mdw and Vdestro were nerfed.
As I was saying earlier it isn't just the flat damage it's also the ability to have a charged trait and an extra enchant because DW is just so much better, with or without Masters. Like, god forbid, say I'm wearing draugrkin. I cast Ele Sus on you, barswap, and do a heavy DW attack into rending slashes. I just hit you with like 14 (exaggeration-- too lazy to count,) instances of damage and applied 3 DoTs to you. For free.
The cost increase vampires take to abilities might be more of a deterrent if people actually had to cast abilities, lol.
Chilly-McFreeze wrote: »Not taking sides as I don't play as often anymore. But say, if they just nerf mdw, vet staff, ele sus, maarselok etc. without adjusting the rest of what CameraBeardThePirate pointed out (as it's often the case with Zeni), how would you go about a viable dot build? What do you predict would be the next go-to thing that stands out? And would it be the same call for nerfs to those things then?
YetAnotherLinuxUser wrote: »I just hate it when people come to the forums wanting to nerf some thing that people use and are successful with because it isn't the thing they wish to use or arent succesful with it.
I have healers that can use destro/resto, resto/dw. resto/2h, 2h/dw, bow/dw. i have variety and here you come wanting to take away some of that variety? yah, no thanks.
Tyrant_Tim wrote: »Hate to be that guy, but if this was going to get a nerf, it would have happened at any point last year.
I highly doubt that ZOS Combat is so backed up that they couldn’t implement a change to Master’s Dual Wield if it was part of their plan.
My guess is that Combat might be putting together another drastic change soon and that might correct the meta we’ve been trapped in, which would be why they aren’t wasting their time with it.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »You should also consider that Nbs have concealed weapon, which is the best spammable in the game, and Dks have whip; both morphs are very good. These are instant melee spammables. These classes also happen to be doing very well in PvP partially because they actually have a reliable melee spammable that comes with their class kit. If you think the added DOT pressure from MDW is problematic, it really isn't with how high the current TTK is these days. Meanwhile, those same classes also tend to backbar an ice staff with elemental susceptibility far more than you see them spam rending slashes, at least on PCNA.
Stinging slashes itself has not been updated in about 40 months, and the last change they made for it to do "spammable" levels of damage is actually intended. Nerfing it because its become more common as a result of changes being made throughout the last few years that has lead to an overall increase in TTK, which has then also caused cast time spammables like dizzy swing to lose much of its burst potency, is silly, and would end up creating more problems that it solves.
High TTK is already an issue. Crazy stacked cross-healing is an issue. Undeath is an issue. Getting spammed and status effect stacked by multiple elemental susceptibilities from a distance at a free cost can also be an issue. All a nerf like this would do is make NBs and DKs stronger because they aren't as reliant on MDW, and push other classes into using ranged setups. It would also cause the TTK to increase even more. Anyone who actually believes that we're in an oppressive high damage meta (outside of getting absolutely zerged) is either a relatively new player with a lack of experience of what the games TTK used to be like, misses pre-nerf mara's balm, or has amnesia, because the overall TTK used to be much lower years ago.
The MDW bonus itself was also more potent years ago than it is today, especially when combined with pre-nerfed DOT builds. They gave everyone a free 1000 weapon/spell damage with CP 2.0 which brought ability damage buffs and an even greater healing buff (because healing doesn't get mitigated as much as damage does) which hasn't benefited MDW's unchanged flat damage bonus at all. Yet people weren't complaining about MDW nearly as much back then because there were other effective options and playstyles available. So instead of focusing on nerfing offensive options that currently work, how about we actually bring other offensive options up to par again.
For other arena weapons, look at BRP 2H for example; its completely outclassed and made mostly pointless by Masters 2H. Maybe giving it the weapon damage bonus that they were going to give maelstrom 2H before they changed it to a direct damage bonus would help. Rework maelstrom DW so it has a bonus that actually buffs itself. Add a bonus to maelstrom SnB where light attacking increases the damage of heroic strike/deep slash so you can have that as another spammable option again like before; they might as well because they've already given ice staves offensive options. Give flame and shock reach the frost reach treatment too so ranged magicka builds have more spammable options available, as well as making masters destro more viable.
Offensive "power creep" might be a necessity to help combat the defensive power creep that's been taking place over the last few years if they won't otherwise directly address that defensive power creep that they've created. It would also be really nice if more instant melee spammables were introduced. So having a 5pc set on the FB and another on the BB becomes a more viable setup for classes currently lacking a good and reliable melee spammable, because only using one arena weapon with two 5pc sets means having to sacrifice either your monster 2pc or a mythic, along with missing out on 1pc trainee.
Remember when bleed used to ignore physical resistances? Lol that was when Master's DW was at its peak. Combined with axes proccing its own strong bleed.
I do. I believe that was also when DOT ticks were at 1 second intervals too and I remember being able to see chunks of health being removed by old masters DW with axes lol. Was particularly brutal when stacked with old defile and other DOT abilities when they actually did good damage as well. I also remember old reverb back when it had a 30% defile; which ironically did more pressure than today's MDW. Or old wrecking blow with the knock up stun that could set up easy 20k plus ult combos back when the average health pool was 22-25k.
Which makes you wonder how a lot of these players today who think "MDW does too much pressure plz nerf" would react had they actually played or remembered how the game was back then.
Yeah, lol. MDW these days are nothing. MDW boosted Twin Slashes and its morphs are not really the killer by themselves. Most of the times, I can tank MDW and Vate combo. But it gets definitely harder when there are other proc sets are involved. Something tells me these arena sets aren't really the OP. Do they enable a playstyle? Yes. 'MDW and Vate staff op' threads are quite few patches late imo.