MincMincMinc wrote: »The easiest action plan would be to immediately raise the impen value to account for the difference compared to the old perfectly fine crit meta balance. Then to make traits choices balanced again you would slowly reduce impen each patch as you add other crit resist sources back into the game. Zos would have to remember to do this though, so at the very least impen immediately does the job for them if all else fails.Before players had roughly 50% crit damage and likely averaged between 60-80% on crit builds. People commonly ran 3050crit resists or 45% mit. Now a days it has swung so wildly with crit damage stacking sources. Normal non crit specific PvP builds sit around 100% crit damage and crit damage builds are hitting 180% to overcap the common 3762(57%) crit resist and hit roughly around the cap of 125%
At the very least we would want our impen no set crit resist to match the average player in todays game and have around 90% crit resist. Base we have 20% so the 7x impen has to make up for 70% or 10% each being 660 crit resist per impen.
YandereGirlfriend wrote: »Buff Impen and make Critical Healing Chance its own separately sourced stat.
YandereGirlfriend wrote: »Buff Impen and make Critical Healing Chance its own separately sourced stat.
Simply buffing impen isn't really the best option. A slight buff would be fine, say 10% or so. But you can't buff it to the point that it would negate the current level of crit damage otherwise we'd end up in the same spot as before - where there is exactly and precisely one valid trait to use on all armor. It would also effectively nerf crit to the point that it has no more value. It would also mean that everyone gets to have their cake and eat it too. They can change nothing , sacrifice nothing and suddenly gain a significant damage reduction for free.
Again, I think a slight increase to impen would be great but really there should be other sources of crit resists. One that makes us hem and haw and stress about making choices with our builds. Another set that provides it to the wearer alone and without the bonus to damage like on RC. Another CP star in the red tree that provides it. Another mundus. Another food. Transform one of those useless Undaunted skills into something that gives us a crit resist buff for twenty seconds. Maybe make Reguards actually have a useful passive for once in seven years? The world is our oyster so why pigeonhole ourselves with such limited and boring options as simply buffing impen?
YandereGirlfriend wrote: »Buff Impen and make Critical Healing Chance its own separately sourced stat.
Simply buffing impen isn't really the best option. A slight buff would be fine, say 10% or so. But you can't buff it to the point that it would negate the current level of crit damage otherwise we'd end up in the same spot as before - where there is exactly and precisely one valid trait to use on all armor. It would also effectively nerf crit to the point that it has no more value. It would also mean that everyone gets to have their cake and eat it too. They can change nothing , sacrifice nothing and suddenly gain a significant damage reduction for free.
Again, I think a slight increase to impen would be great but really there should be other sources of crit resists. One that makes us hem and haw and stress about making choices with our builds. Another set that provides it to the wearer alone and without the bonus to damage like on RC. Another CP star in the red tree that provides it. Another mundus. Another food. Transform one of those useless Undaunted skills into something that gives us a crit resist buff for twenty seconds. Maybe make Reguards actually have a useful passive for once in seven years? The world is our oyster so why pigeonhole ourselves with such limited and boring options as simply buffing impen?
MincMincMinc wrote: »The easiest action plan would be to immediately raise the impen value to account for the difference compared to the old perfectly fine crit meta balance. Then to make traits choices balanced again you would slowly reduce impen each patch as you add other crit resist sources back into the game. Zos would have to remember to do this though, so at the very least impen immediately does the job for them if all else fails.Before players had roughly 50% crit damage and likely averaged between 60-80% on crit builds. People commonly ran 3050crit resists or 45% mit. Now a days it has swung so wildly with crit damage stacking sources. Normal non crit specific PvP builds sit around 100% crit damage and crit damage builds are hitting 180% to overcap the common 3762(57%) crit resist and hit roughly around the cap of 125%
At the very least we would want our impen no set crit resist to match the average player in todays game and have around 90% crit resist. Base we have 20% so the 7x impen has to make up for 70% or 10% each being 660 crit resist per impen.
That would work perfectly and it wouldn’t be hard to do.
YandereGirlfriend wrote: »Buff Impen and make Critical Healing Chance its own separately sourced stat.
@YandereGirlfriend @NxJoeyD
I guess my big mistake here is thinking with my gameplay designer hat instead of my business hat. The truth is that they stopped making any real efforts for PvP almost half a decade ago now and the effort they are putting in now seems... unrelated to any of this.
Indeed a simple buff to impen would be the fastest and easiest fix. I suspect it would also be the permanent fix but that's a whole other can of worms.
YandereGirlfriend wrote: »Buff Impen and make Critical Healing Chance its own separately sourced stat.
BXR_Lonestar wrote: »YandereGirlfriend wrote: »Buff Impen and make Critical Healing Chance its own separately sourced stat.
Healing in general should be based off its own stats and multipliers. Its stupid and bad design to have healing be based on the same stats as DPS. That means that most DPS are actually BETTER healers than dedicated healers from the standpoint of healing output. Typically healers prioritize group buffs over build stats and end up with suboptimal crit chance and suboptimal spell damage and crit modifier.
I've been saying this for a long time.
The combat system in this game overall is meh and needs a complete and total overhaul from the foundation up.
warm_blanket wrote: »Counterplay to getting crit on is using the block button.
Additional sources of impen to trade into is not a bad idea, but unlikely to happen if you've been keeping up with things.
Impen had a small buff a while ago, so the precedent is already there. Playing with fire here by asking for another buff (mara's, vamp3, content creator builds, IYKYK).
Better press block!
MincMincMinc wrote: »BXR_Lonestar wrote: »YandereGirlfriend wrote: »Buff Impen and make Critical Healing Chance its own separately sourced stat.
Healing in general should be based off its own stats and multipliers. Its stupid and bad design to have healing be based on the same stats as DPS. That means that most DPS are actually BETTER healers than dedicated healers from the standpoint of healing output. Typically healers prioritize group buffs over build stats and end up with suboptimal crit chance and suboptimal spell damage and crit modifier.
I've been saying this for a long time.
The combat system in this game overall is meh and needs a complete and total overhaul from the foundation up.
The part of eso building that makes it great is that the system was supposed to have tension across all the stats. Healing does have its own stats in a sense because on a healer you would aim to stack more crit chance. Where crit chance for damage is almost never the optimal choice. You can see this on UESP if you play around with weapon traits. Precise is usually the worst to increase your effective output. Same used to go for regen, where healers would stack regen for the higher costs. Most pvp players going dps never used to sustain this well, but power creep and systems being added never lead zos to cut back on regen sources or modifiers.
So in reality eso's system is designed so there is no single stat answer. Where other games you may just have a single heal% stat or something of that sort. ESO is designed to have efficiency differences across a bunch of stats.