Exactly my thoughts. It makes no sense....what so ever.pmn100b16_ESO wrote: »As I struggle through vet content on my broken NB, all I see around me are destruction staff users running into 4/5 mobs spamming impulse and killing everything in seconds. And they're going to make it stronger! O.o
If this is the case, that's awesome. DPS addons like Recount destroyed the community in WOW because everything became about how much DPS you could do, with nothing else mattering.
If Zenimax has indeed made it so addons can't measure other players' DPS (only your own), that's really nice and they should definitely keep it that way.
Arsenic_Touch wrote: »...there is an API restriction that was added during one of the beta tests that prevents dps addons such as recount from determining other player values, only your own. So how exactly are they determining his dps when there is an api restriction preventing that?
In short, all dps addons can only determine the damage you do and the damage you take. Nothing else from other players.
Melee is not weak, at all. There's a reason why a 2h DK is arguably the strongest class in the game.
Those people claiming his dps was weak are full of it because they had no way of knowing what his dps was unless he had the addon and was announcing it to them.
Also, the reason why so many melee dps players die quickly is because they think they can face roll a boss or mob and that's not how this game works. I know plenty of people that melee dps and have ZERO issue with veteran content because they built their character to survive and know how to play a melee class properly.
All in all, this is pretty much a non issue.
QFEalexandru987eb17_ESO wrote: »
He is using a Sorcerer and with Crit Surge he was well over the weapon damage cap and the stamina soft cap but apparently that is not enough...
Buffing destro staff because destro staff is weak as hell right now. Compared to other weapons and their skills it's kinda crap.alexandru987eb17_ESO wrote: »The "melee" ulti is the Flawless Dawnbreaker from the Fighters Guild, it increases damage when slotted. Kind of like the Resto Staff for casters.
Yes they need to rebalance the weapon skills badly, the funny thing is they are buffing the Destro Staff abilities with the Craglorn patch but no buffs for the physical damage weapons. Maybe not enough people play physical builds so they are not as relevant in the statistics ZENIMAX uses.
Either way, at endgame when casters can get spell damage enchants on their gear(1 spell damage was calculated to give them approx. 0.5% damage, currently a spell damage enchant = 12 spell damage @ endgame) they out DPS melee quite a lot and they are getting buffed in the Craglorn patch as ZENIMAX is giving them 1 spell damage per VR level...
So its good and getting better if you are a magic user but no light at the end of the tunnel for physical damage users so far.....
Buffing destro staff because destro staff is weak as hell right now. Compared to other weapons and their skills it's kinda crap.
I use a bow on my sorc as an aside.
Really? I guess you have never played a Sorcerer with some melee skills. I use sta all the time and am VR3 with Dual wield and skills in most of the passives plus one active. Plus the convert Sta to heath/magica active. So ya I use all 3 pools/ Mag/health/sta, and when I die I can assure you my sta pool in empty....
I am really happy this isnt going the WoW-idiotic way of making meeles on par with casters and balancing everything out so it doesnt matter what you play.
If this is the case, that's awesome. DPS addons like Recount destroyed the community in WOW because everything became about how much DPS you could do, with nothing else mattering.
If Zenimax has indeed made it so addons can't measure other players' DPS (only your own), that's really nice and they should definitely keep it that way.
No melee? only Ranged? Sounds like Guild Wars...alexandru987eb17_ESO wrote: »
MMO`s usually use a risk vs reward type of balancing aka if you are a ranged class who takes little to no risk to kill the mob you will do less damage compared to the melee type of character who takes a lot more damage and(in ESO) doesn`t have a hard CC built into his main nuke spell.
If they make melee type characters do less damage NOBODY would play them as they would get kicked out of dungeons like they are now so in the end a lot of people who enjoy playing that would leave. WOW did the smart thing, its called balance...
I get that you want ranged character to be more powerful because you play one but if you think about it a melee player will want melee to be stronger. Since the devs can`t make them both happy they just make them both do the same damage(balancing them) while usually giving the melee more options to survive taking damage and the ranged class more ways to kite.
pmn100b16_ESO wrote: »As I struggle through vet content on my broken NB, all I see around me are destruction staff users running into 4/5 mobs spamming impulse and killing everything in seconds. And they're going to make it stronger! O.o
alexandru987eb17_ESO wrote: »If they make melee type characters do less damage NOBODY would play them as they would get kicked out of dungeons like they are now so in the end a lot of people who enjoy playing that would leave. WOW did the smart thing, its called balance...
sadly...melee survival is currently crap.
the whole blocking and dodging mechanic is beyond any logic (i mean...block heavy attacks but not the weak attacks...yeah...it should be the other way around, block the weak and use heavy to overcome the block, use bash to interrupt the heavy or dodge out of it...and against ranged attacks, use dodge...but currently all projectiles are sidewinders)
alexandru987eb17_ESO wrote: »they told him to get better dps as he was lagging behind the other sorcerer -
At the 2nd boss he got booted out because his 380 dps was too little and they said they are bringing another ranged caster sorc to replace him.
Melee is too weak.