MincMincMinc wrote: »Did anyone run the math on relentless focus? Have you not read the handful plus of duplicate threads on the PTS during testing?
The reason people choose Assassination so much especially in pvp is not because of the WD bonus.
MincMincMinc wrote: »Did anyone run the math on relentless focus? Have you not read the handful plus of duplicate threads on the PTS during testing?
The reason people choose Assassination so much especially in pvp is not because of the WD bonus. It is because the skill tooltips higher than most of every ultimate in the game except for take flight. Even so, you can do this burst every 4-5s or twice every 10s compared to an ultimate being every 30-60s+. It's tooltip must be lowered to be inline with other burst skills. Crystal frags proc, Blastbones, deep fissure are all around a 1.6 coefficient for damage/weapon damage...........however merciless is around a 2.15x coefficient. Which is roughly 25% more damage than the other similar skills
That is just talking about the tooltip too. A greater issue with PvP balance right now is that there are about 2-3x the number of unique crit damage passives in the game......while at the same time zos gutted impen during their trait "rebalance" that happened. So now the entirety of pvp is pigeonholed into only using rallying cry which still isnt enough to counteract players with 150%+ of crit damage.
Back in the day most people ran with around 50% crit damage mitigation fighting against players with 50-80% crit damage roughly. So you received 0-30% crit damage at most. This made pvp feel less like a gambling YoYo game.
Now impen being reduced and the base crit resist lands us around 33% crit mit and forces us to use rallying cry to get around 57% mit if procced. However players are running 100% on average builds to 170% crit damage on spec builds. So now you receive between 137(125% capped) crit damage at most or 43% crit damage at least. . This just shows power creep at its finest where the devs did not establish any standards for how they want these to prevent abuse. A good example is how pen and armor are fairly balanced or obtainable compared to each other. A similar dynamic MUST be brought back for crit damage and crit resist.
tomofhyrule wrote: »MincMincMinc wrote: »Did anyone run the math on relentless focus? Have you not read the handful plus of duplicate threads on the PTS during testing?
The reason people choose Assassination so much especially in pvp is not because of the WD bonus.
However, the passive WD bonus is precisely the reason it was mandatory in PvE. This is definitely addressing a PvE issue.
BXR_Lonestar wrote: »MincMincMinc wrote: »Did anyone run the math on relentless focus? Have you not read the handful plus of duplicate threads on the PTS during testing?
The reason people choose Assassination so much especially in pvp is not because of the WD bonus. It is because the skill tooltips higher than most of every ultimate in the game except for take flight. Even so, you can do this burst every 4-5s or twice every 10s compared to an ultimate being every 30-60s+. It's tooltip must be lowered to be inline with other burst skills. Crystal frags proc, Blastbones, deep fissure are all around a 1.6 coefficient for damage/weapon damage...........however merciless is around a 2.15x coefficient. Which is roughly 25% more damage than the other similar skills
That is just talking about the tooltip too. A greater issue with PvP balance right now is that there are about 2-3x the number of unique crit damage passives in the game......while at the same time zos gutted impen during their trait "rebalance" that happened. So now the entirety of pvp is pigeonholed into only using rallying cry which still isnt enough to counteract players with 150%+ of crit damage.
Back in the day most people ran with around 50% crit damage mitigation fighting against players with 50-80% crit damage roughly. So you received 0-30% crit damage at most. This made pvp feel less like a gambling YoYo game.
Now impen being reduced and the base crit resist lands us around 33% crit mit and forces us to use rallying cry to get around 57% mit if procced. However players are running 100% on average builds to 170% crit damage on spec builds. So now you receive between 137(125% capped) crit damage at most or 43% crit damage at least. . This just shows power creep at its finest where the devs did not establish any standards for how they want these to prevent abuse. A good example is how pen and armor are fairly balanced or obtainable compared to each other. A similar dynamic MUST be brought back for crit damage and crit resist.
We don't just need to raise the inpen cap, which was lowered from 5k to 3k a long time ago, but we also need more readily available sources of major/minor enervation (reduces crit damage - line Inpen) and major/minor uncertainty (reduces critical chance). Major versions of these debuffs aren't even in the game yet as far as I am aware, but they need to be to help counter the critical damage meta. They PVP specific sets to implement these debuffs because they just aren't needed in PVE since monsters can't critical hit.
NO. they do not pay attention to peoples info during PTS.. at all ever. so dont ask them to or ask why. they have no real test system just live servers given the past performance of the game and its changes.
Tommy_The_Gun wrote: »At this point it is everyone's skill, not just NB skill. Clearly ZOS is making those changes this with sub-classing in mind. So right now it Assassination that is meta pick for every build - but it won't last forever as they will for sure change stuff around in the future so that people would have to re-grind everything again, over & over.
I think that real issue is that sub-classing system allows to pick 3x DPS or 3 x Tank skill tree from 3 different classes. Something like this should not be possible.
BXR_Lonestar wrote: »MincMincMinc wrote: »Did anyone run the math on relentless focus? Have you not read the handful plus of duplicate threads on the PTS during testing?
The reason people choose Assassination so much especially in pvp is not because of the WD bonus. It is because the skill tooltips higher than most of every ultimate in the game except for take flight. Even so, you can do this burst every 4-5s or twice every 10s compared to an ultimate being every 30-60s+. It's tooltip must be lowered to be inline with other burst skills. Crystal frags proc, Blastbones, deep fissure are all around a 1.6 coefficient for damage/weapon damage...........however merciless is around a 2.15x coefficient. Which is roughly 25% more damage than the other similar skills
That is just talking about the tooltip too. A greater issue with PvP balance right now is that there are about 2-3x the number of unique crit damage passives in the game......while at the same time zos gutted impen during their trait "rebalance" that happened. So now the entirety of pvp is pigeonholed into only using rallying cry which still isnt enough to counteract players with 150%+ of crit damage.
Back in the day most people ran with around 50% crit damage mitigation fighting against players with 50-80% crit damage roughly. So you received 0-30% crit damage at most. This made pvp feel less like a gambling YoYo game.
Now impen being reduced and the base crit resist lands us around 33% crit mit and forces us to use rallying cry to get around 57% mit if procced. However players are running 100% on average builds to 170% crit damage on spec builds. So now you receive between 137(125% capped) crit damage at most or 43% crit damage at least. . This just shows power creep at its finest where the devs did not establish any standards for how they want these to prevent abuse. A good example is how pen and armor are fairly balanced or obtainable compared to each other. A similar dynamic MUST be brought back for crit damage and crit resist.
We don't just need to raise the inpen cap, which was lowered from 5k to 3k a long time ago, but we also need more readily available sources of major/minor enervation (reduces crit damage - line Inpen) and major/minor uncertainty (reduces critical chance). Major versions of these debuffs aren't even in the game yet as far as I am aware, but they need to be to help counter the critical damage meta. They PVP specific sets to implement these debuffs because they just aren't needed in PVE since monsters can't critical hit.
BXR_Lonestar wrote: »MincMincMinc wrote: »Did anyone run the math on relentless focus? Have you not read the handful plus of duplicate threads on the PTS during testing?
The reason people choose Assassination so much especially in pvp is not because of the WD bonus. It is because the skill tooltips higher than most of every ultimate in the game except for take flight. Even so, you can do this burst every 4-5s or twice every 10s compared to an ultimate being every 30-60s+. It's tooltip must be lowered to be inline with other burst skills. Crystal frags proc, Blastbones, deep fissure are all around a 1.6 coefficient for damage/weapon damage...........however merciless is around a 2.15x coefficient. Which is roughly 25% more damage than the other similar skills
That is just talking about the tooltip too. A greater issue with PvP balance right now is that there are about 2-3x the number of unique crit damage passives in the game......while at the same time zos gutted impen during their trait "rebalance" that happened. So now the entirety of pvp is pigeonholed into only using rallying cry which still isnt enough to counteract players with 150%+ of crit damage.
Back in the day most people ran with around 50% crit damage mitigation fighting against players with 50-80% crit damage roughly. So you received 0-30% crit damage at most. This made pvp feel less like a gambling YoYo game.
Now impen being reduced and the base crit resist lands us around 33% crit mit and forces us to use rallying cry to get around 57% mit if procced. However players are running 100% on average builds to 170% crit damage on spec builds. So now you receive between 137(125% capped) crit damage at most or 43% crit damage at least. . This just shows power creep at its finest where the devs did not establish any standards for how they want these to prevent abuse. A good example is how pen and armor are fairly balanced or obtainable compared to each other. A similar dynamic MUST be brought back for crit damage and crit resist.
We don't just need to raise the inpen cap, which was lowered from 5k to 3k a long time ago, but we also need more readily available sources of major/minor enervation (reduces crit damage - line Inpen) and major/minor uncertainty (reduces critical chance). Major versions of these debuffs aren't even in the game yet as far as I am aware, but they need to be to help counter the critical damage meta. They PVP specific sets to implement these debuffs because they just aren't needed in PVE since monsters can't critical hit.
when did they reduce impen cap to 3k? could you show me?