Well... To those of you that replied to me... You are making sense, so fear not, I am understanding what you tell me. And I agree that Ele Sus is the main pain point.
Still, I don't like flat damage values. It's basically what was always wrong with procs... Then they changed almost all of them... And now we're here discussing the ones they didn't change. Doesn't that kinda say it all?
If you want good DoT pressure then you should be on a damage spec using DoTs. Not on a whatever spec using procs. And I'm not against procs... They should just scale to reflect the power of your toon. I understand that DoTs were nerfed and so everyone feels shoehorned into using all this stuff in order to kill... But that's not really justification, is it? It's just the other half of the problem.
For what it's worth I really liked @Vaqual last post. Something like that would be nice.
Well... To those of you that replied to me... You are making sense, so fear not, I am understanding what you tell me. And I agree that Ele Sus is the main pain point.
Still, I don't like flat damage values. It's basically what was always wrong with procs... Then they changed almost all of them... And now we're here discussing the ones they didn't change. Doesn't that kinda say it all?
If you want good DoT pressure then you should be on a damage spec using DoTs. Not on a whatever spec using procs. And I'm not against procs... They should just scale to reflect the power of your toon. I understand that DoTs were nerfed and so everyone feels shoehorned into using all this stuff in order to kill... But that's not really justification, is it? It's just the other half of the problem.
For what it's worth I really liked @Vaqual last post. Something like that would be nice.
Vate destro does scale, so I'll assume you're talking about MDW and sets like draugrkin and DA.
MDW is a flat damage bonus that doesn't scale because it already effects an ability that scales with your stats. Masters 2h is the same way. So making MDW scale depending on weapon damage would make it so...you'd have stat scaling on an item that affects an ability that already scales with your stats, which I'd imagine might cause funny coding issues. The obvious issue with ability DOTs not doing too much damage with stats is because ZOS wanted to "narrow the gap" when it came to PVE dps so they unfortunately simplified it by lowering the DPS while increasing the duration. So unless they revert that, players are reliant on other means of trying to create pressure builds for PvP.
Flat damage modifiers have always existed since the beginning of the game, so I don't really have an issue with them existing either way; it adds another way in which to build your character. Ball groups which are basically dominating cyro aren't using these flat damage sets and they aren't getting killed by them either. You seem to support ball group gameplay (from other threads) and the force amplifier group sets and skills that they use to dominate cyro, but I do find it a bit odd how some of these other sets that are better used solo or in small scale are considered too problematic and shouldn't exist.
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.
It really does seem players are too focused on what they see on death recaps and consider it stale, and that they havn't fully considered the opportunity costs as well. They likely havn't experienced or don't remember what a true DOT meta feels like either.
I'm pretty sure those who are using MDW with rending slashes are primarily using it as a reliable spammable instead of as a DOT. If classes like sorc, arc, warden and necro actually had proper and basic single target, instant cast melee spammables, they could replace rending slashes with that class spammable. Then they could benefit from an offensive 5pc set on the front bar instead, while also utlilizing their class passives. Which could not only buff the spammable that already does spammable levels of damage, but also everything else as well. Or replace it with another "proc" set for more damage on top.
I also think most players using vate destro look at it this way: I might as well use vate destro to go with my elemental susceptibility. Instead of, I really want to use vate destro, so I'll slot elemental susceptibility because I have to use it to activate it.
Well... To those of you that replied to me... You are making sense, so fear not, I am understanding what you tell me. And I agree that Ele Sus is the main pain point.
Still, I don't like flat damage values. It's basically what was always wrong with procs... Then they changed almost all of them... And now we're here discussing the ones they didn't change. Doesn't that kinda say it all?
If you want good DoT pressure then you should be on a damage spec using DoTs. Not on a whatever spec using procs. And I'm not against procs... They should just scale to reflect the power of your toon. I understand that DoTs were nerfed and so everyone feels shoehorned into using all this stuff in order to kill... But that's not really justification, is it? It's just the other half of the problem.
For what it's worth I really liked @Vaqual last post. Something like that would be nice.
Vate destro does scale, so I'll assume you're talking about MDW and sets like draugrkin and DA.
MDW is a flat damage bonus that doesn't scale because it already effects an ability that scales with your stats. Masters 2h is the same way. So making MDW scale depending on weapon damage would make it so...you'd have stat scaling on an item that affects an ability that already scales with your stats, which I'd imagine might cause funny coding issues. The obvious issue with ability DOTs not doing too much damage with stats is because ZOS wanted to "narrow the gap" when it came to PVE dps so they unfortunately simplified it by lowering the DPS while increasing the duration. So unless they revert that, players are reliant on other means of trying to create pressure builds for PvP.
Flat damage modifiers have always existed since the beginning of the game, so I don't really have an issue with them existing either way; it adds another way in which to build your character. Ball groups which are basically dominating cyro aren't using these flat damage sets and they aren't getting killed by them either. You seem to support ball group gameplay (from other threads) and the force amplifier group sets and skills that they use to dominate cyro, but I do find it a bit odd how some of these other sets that are better used solo or in small scale are considered too problematic and shouldn't exist.
@ArcanasxWell... To those of you that replied to me... You are making sense, so fear not, I am understanding what you tell me. And I agree that Ele Sus is the main pain point.
Still, I don't like flat damage values. It's basically what was always wrong with procs... Then they changed almost all of them... And now we're here discussing the ones they didn't change. Doesn't that kinda say it all?
If you want good DoT pressure then you should be on a damage spec using DoTs. Not on a whatever spec using procs. And I'm not against procs... They should just scale to reflect the power of your toon. I understand that DoTs were nerfed and so everyone feels shoehorned into using all this stuff in order to kill... But that's not really justification, is it? It's just the other half of the problem.
For what it's worth I really liked @Vaqual last post. Something like that would be nice.
Vate destro does scale, so I'll assume you're talking about MDW and sets like draugrkin and DA.
MDW is a flat damage bonus that doesn't scale because it already effects an ability that scales with your stats. Masters 2h is the same way. So making MDW scale depending on weapon damage would make it so...you'd have stat scaling on an item that affects an ability that already scales with your stats, which I'd imagine might cause funny coding issues. The obvious issue with ability DOTs not doing too much damage with stats is because ZOS wanted to "narrow the gap" when it came to PVE dps so they unfortunately simplified it by lowering the DPS while increasing the duration. So unless they revert that, players are reliant on other means of trying to create pressure builds for PvP.
Flat damage modifiers have always existed since the beginning of the game, so I don't really have an issue with them existing either way; it adds another way in which to build your character. Ball groups which are basically dominating cyro aren't using these flat damage sets and they aren't getting killed by them either. You seem to support ball group gameplay (from other threads) and the force amplifier group sets and skills that they use to dominate cyro, but I do find it a bit odd how some of these other sets that are better used solo or in small scale are considered too problematic and shouldn't exist.
Well, with regard to the other thread and all... I mostly just don't think heal stacking is that egregious. I have said, there, that it's the force multiplier of so many group buffs that's a bigger culprit. That was a while ago. Most recently though I've been there suggesting reducing group size. So. It isn't exactly like I just love GvG and don't want solos to have a chance.
Returning to this topic now. What it IS, for me, is that I run around solo. And on my platform, Xbox NA, it isn't that hard to find a solo or smallscale fight if you actively avoid your own alliances zerg. And whenever I run into other solo/smallscale they're all spamming Rending Slashes on me, LOL.
But I hear what you all are saying. I agree some other things may be amiss.
Because it's [Masters DW] a good way to proc enchants and status effects, including hemorrhaging, and because it does decent damage no matter how they are built. And this last part, especially, is why it is unbalanced.
@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?
@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?
Impossible. It would just widen the gap of those who are able to and those who aren’t. Sets like draugrkin and dragons apetite are entry level sets to being able to deal damage while being tanky. The only way is to completely remove procs all together, which we all know would make pvp very very stale.
I'm aware that using one arena weapon pushes you into using another arena weapon because of how one arena weapon will limit your overall gear slot space. That's why we see MDW and vate destro paired together as much as it is because it also allows you to keep your monster 2pc and mythic with a 5pc set. I've mentioned that before in this thread but maybe I wasn't clear enough about that part in my last post. With the build you provided as an example, you could have replaced the 3rd agility piece with a mythic (like DDF) and then replaced the other agility pcs with 1 pc trainee and 1pc druids so you'd have a more stats, and then redistributed the attribute allocation to get the desired amount of max resource stats. Personally I think that would have made the build better as well, since you wouldn't have to sacrifice a mythic. Edit: the opportunity cost for this is sacrificing the 5pc set here. You could drop MDW and vate destro, put deadric trickery on the back bar and then use another 5pc set for the front bar. That could be rallying cry, or kynmarchers for example, which are very strong sets. You could then replace the MDW ability with another DK ability, which could be whip, deep breath or talons for example. Basically one build is better for single target pressure (but not necessarily much better in a 1v1), the other build would be better for group play.
Caluurion's flat damage bonus was nerfed before proc scaling was introduced. The same should have been done for many of the great DOT set offenders during the Malacath meta IMO, instead of implementing proc scaling. My issue with proc scaling is that it actually gives players playing in larger groups or ball groups even more of an advantage because when utilized with group buff sets, it allows them to get much more value out of their "proc" damage sets far more than what a solo or small scale player could ever achieve. There's a reason why ball groups have became even more dominant in cyro after proc scaling was implemented, and it isn't just stat inflation, because they now get to have these super charged proc damage sets that they can use for bursting, which then allows them to get away with running more defensive skills and heals to become tankier to stalemate until they can repeat it. The idea of getting your damage from this set while investing into defense elsewhere is more true for proc scaling sets rather than flat damage sets for this very reason, because it allows other players to buff your proc damage sets for you.
@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?
Impossible. It would just widen the gap of those who are able to and those who aren’t. Sets like draugrkin and dragons apetite are entry level sets to being able to deal damage while being tanky. The only way is to completely remove procs all together, which we all know would make pvp very very stale.
I'm not sure why draugrkin and dragons appetite exist separately in your mind from MDW. The benefits of using them in tandem is obvious. If draugrkin and dragons appetite are entry level sets to doing damage while being tanky then obviously MDW is too.
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.
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.
Thing that stopped master dual wield from getting nerf was mara's balm, As long as something isn't heavily used or even abused meta item it won't get nerf and master dual wield wasn't that bad up until nerfs to mara's balm which made DoT pressure setups stronger.
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.
Thing that stopped master dual wield from getting nerf was mara's balm, As long as something isn't heavily used or even abused meta item it won't get nerf and master dual wield wasn't that bad up until nerfs to mara's balm which made DoT pressure setups stronger.
Well it never needed a nerf and still doesn’t. There aren’t many procs outside of the few bugged ones and maybe vate staff that need adjustments. Right now damage is a lot higher than healing, which is a good thing, because it means people die. The problem is that you have to use procs to kill basically, since non proc sets are mostly useless unless you play with balorgh and play the turtle ulti dump play style. Those are the sets that need attention, and buffing.
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.
Thing that stopped master dual wield from getting nerf was mara's balm, As long as something isn't heavily used or even abused meta item it won't get nerf and master dual wield wasn't that bad up until nerfs to mara's balm which made DoT pressure setups stronger.
Well it never needed a nerf and still doesn’t. There aren’t many procs outside of the few bugged ones and maybe vate staff that need adjustments. Right now damage is a lot higher than healing, which is a good thing, because it means people die. The problem is that you have to use procs to kill basically, since non proc sets are mostly useless unless you play with balorgh and play the turtle ulti dump play style. Those are the sets that need attention, and buffing.
It needs nerf now. Having a power of 3-4 regular DoTs with 1 click that is also a decent spammable that applies minor mangle is busted. Damage vs healing proportion is not consistant and changes dramatically based on the scenario.
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.
Thing that stopped master dual wield from getting nerf was mara's balm, As long as something isn't heavily used or even abused meta item it won't get nerf and master dual wield wasn't that bad up until nerfs to mara's balm which made DoT pressure setups stronger.
Well it never needed a nerf and still doesn’t. There aren’t many procs outside of the few bugged ones and maybe vate staff that need adjustments. Right now damage is a lot higher than healing, which is a good thing, because it means people die. The problem is that you have to use procs to kill basically, since non proc sets are mostly useless unless you play with balorgh and play the turtle ulti dump play style. Those are the sets that need attention, and buffing.
It needs nerf now. Having a power of 3-4 regular DoTs with 1 click that is also a decent spammable that applies minor mangle is busted. Damage vs healing proportion is not consistant and changes dramatically based on the scenario.
How is adding 500-600 damage per tick on the bleeds having the power of 3-4 regular dots? MDW being used as a DOT adds about 250-300 DPS. You can easily get over twice the potential DPS value with vate destro. Meanwhile, have you been paying attention to how much HPS players can have these days? Do you know how many MDW bleed ticks that you need to add up in order to match a NB bow that can often land for 15k plus, or 10k molten whips and crystal frags, or how easy is it to out heal it with burst heals?
Its also bleed damage, so you'd be able to proc the bleed debuff on them with one charged easily anyways. A burning DOT that comes with elemental susceptibility sometimes can match or exceed the DPS of the MDW DoT DPS boost itself. Imagine not needing an arena weapon to have a great spammable like concealed weapon and molten whip that can be further buffed with an offensive 5pc set. Its almost as if having to slot an arena weapon to make an ability be good enough as a spammable should also offer a little extra at least.