bsheffield2008ub17_ESO wrote: »Time to Live > your Impenetrable complaint. We need more things like this to slow the incoming damage not the other way around imo.
Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
Beldorrub17_ESO wrote: »Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
10 to 1 ratio? I've only seen the 100 to 1% in my searches on Impenetrable. Hum...Might need to redo some gear.
Looks like we have a MH train going on here
Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
I agree that this is how it works but I don't agree that it's overpowered. These types of mechanics are what creates a meta game.
Crit resist is currently too powerful and crit builds are worthless... come up with a non-crit build. The OP claims that building for crit takes more skill slots and has more requirements and is correct. So, not building for crit should free up a lot of valuable resources to create another build.
Start using a different offensive build and once people start to realize that players are no longer building for crit, then they no longer build for crit resist and the cycle continues.
I kind of like it this way.
Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
I agree that this is how it works but I don't agree that it's overpowered. These types of mechanics are what creates a meta game.
Crit resist is currently too powerful and crit builds are worthless... come up with a non-crit build. The OP claims that building for crit takes more skill slots and has more requirements and is correct. So, not building for crit should free up a lot of valuable resources to create another build.
Start using a different offensive build and once people start to realize that players are no longer building for crit, then they no longer build for crit resist and the cycle continues.
I kind of like it this way and it has the chance to keep the game fresh with ever changing FotM builds.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
I agree that this is how it works but I don't agree that it's overpowered. These types of mechanics are what creates a meta game.
Crit resist is currently too powerful and crit builds are worthless... come up with a non-crit build. The OP claims that building for crit takes more skill slots and has more requirements and is correct. So, not building for crit should free up a lot of valuable resources to create another build.
Start using a different offensive build and once people start to realize that players are no longer building for crit, then they no longer build for crit resist and the cycle continues.
I kind of like it this way.
I actually agree with you, but the problem is there's really no sacrifice for taking the crit resist, making it the de facto standard and therefore nixing any metagame related to it before it can even be thought of. Your other choices are a negligible amount of magicka (infused, for small pieces will net around 5 points each), Divines (which equates to just this side of nothing either, unfortunately), or sprint cost reduction.
Currently, the Impenetrable Trait on armor is a bit too powerful when it comes to PVP. Putting Impenetrable on your four minor armor pieces basically negates someone who spends a lot more effort building for crit and the opportunity cost of the traits on those four pieces is very low. In fact, even the opportunity cost of all 7 pieces with Impenetrable isn't that high and that is 70% resistance to crits! Someone who builds for crit is using a skill slot (inner light), building their armor loadout (5 light or as much medium as possible), using Thief Mundus Stone, using racial passive (khajit), as well as armor traits (divines with Thief). All of that should not be wiped out with just armor trait selection.
The biggest issue for me personally is it is also completely negating the primary source of Sorc self heals. I know of no other armor trait that can harm a class so much. The quick and easy and logical fix for Impenetrable is to change it into Critical Damage Reduction. For example, at full legendary 7/7 Impenetrable armor, a critical hit would do the same damage as a non-critical, completely negating any additional damage. This would in essence be the same end result for someone stacking Impenetrable, but it would allow the Sorc to still heal because their attack would still be flagged as a critical, even though it was doing base damage.
Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
Kewljag_66_ESO wrote: »You guys make it sound as if its compeltely reducing all damage. its just the chance to reduce the crit damage bonus, which is not the majority of the damage. A non crit will still hit for full damage. You also make it sound like a chosen few get to use this armor trait. its open to EVERYONE. if you choose use it and be defensive that your choice. Like someone else said, this game is already over the top damage heavy, we need more things like this to help counter it
Kewljag_66_ESO wrote: »Currently, the Impenetrable Trait on armor is a bit too powerful when it comes to PVP. Putting Impenetrable on your four minor armor pieces basically negates someone who spends a lot more effort building for crit and the opportunity cost of the traits on those four pieces is very low. In fact, even the opportunity cost of all 7 pieces with Impenetrable isn't that high and that is 70% resistance to crits! Someone who builds for crit is using a skill slot (inner light), building their armor loadout (5 light or as much medium as possible), using Thief Mundus Stone, using racial passive (khajit), as well as armor traits (divines with Thief). All of that should not be wiped out with just armor trait selection.
The biggest issue for me personally is it is also completely negating the primary source of Sorc self heals. I know of no other armor trait that can harm a class so much. The quick and easy and logical fix for Impenetrable is to change it into Critical Damage Reduction. For example, at full legendary 7/7 Impenetrable armor, a critical hit would do the same damage as a non-critical, completely negating any additional damage. This would in essence be the same end result for someone stacking Impenetrable, but it would allow the Sorc to still heal because their attack would still be flagged as a critical, even though it was doing base damage.Attorneyatlawl wrote: »Impenetrable has been overpowered since beta... 10 impenetrable/crit resist = 1% lower chance to be crit from tests done during beta PTS. So if the enemy has a 40% crit chance and you have sacrificed basically nothing to get 40% crit resist... they have no crit chance. It's very sadly broken in its current form. Traits as a whole really have needed to be gone over and buffed back up, with this particular one being brought down a bit, to make them competitive. However, we're here 3 months POST-launch now instead of 3 months PRE-launch and still have seen nothing about them.
You guys make it sound as if its compeltely reducing all damage. its just the chance to reduce the crit damage bonus, which is not the majority of the damage. A non crit will still hit for full damage. You also make it sound like a chosen few get to use this armor trait. its open to EVERYONE. if you choose use it and be defensive that your choice. Like someone else said, this game is already over the top damage heavy, we need more things like this to help counter it
I have over 55% spell crit and 26% weapon crit on my Nightblade; I built for crit primarily.
If Impenetrable as a trait gets nerfed, I would like to see all sources of crit nerfed down as well to keep it balanced.
I figure Impenetrable is the entire reason why Nightblade Shadowy Disguise gives such a large crit buff (100% added to weapon crit; it's possible to have in excess of 150% critical rating while invisible).
It also works in other way. If you don't build crit, then enemy lose traits for impenetrable, where enemy could use for example infused or divine trait. So its 50/50.
Everyone build crit because it's the best way to increase damage. There should be more options to increase damage, so there will be more options to make your build.
I have over 55% spell crit and 26% weapon crit on my Nightblade; I built for crit primarily.
If Impenetrable as a trait gets nerfed, I would like to see all sources of crit nerfed down as well to keep it balanced.
I figure Impenetrable is the entire reason why Nightblade Shadowy Disguise gives such a large crit buff (100% added to weapon crit; it's possible to have in excess of 150% critical rating while invisible).
How is that balanced, though? I'm going to guess you run with Inner Light, Thief Mundus, Precise on weapons, and Divines on some armor pieces? Maybe even Khajit as well. How is it balanced that traits on four pieces of armor completely wipe all of that out?
Impenetrable needs to be crit dmg reduction and not crit % reduction. 7/7 legendary impenetrable needs to be 100% crit dmg reduction and scale down from there.
It also works in other way. If you don't build crit, then enemy lose traits for impenetrable, where enemy could use for example infused or divine trait. So its 50/50.
Everyone build crit because it's the best way to increase damage. There should be more options to increase damage, so there will be more options to make your build.
nerevarine1138 wrote: »I honestly don't PvP a lot, but is there any game where emphasizing critical strike rating is a viable strategy?
I'm used to things like speed and armor/spell penetration being considered more valuable for PvP.
Attorneyatlawl wrote: »Kewljag_66_ESO wrote: »You guys make it sound as if its compeltely reducing all damage. its just the chance to reduce the crit damage bonus, which is not the majority of the damage. A non crit will still hit for full damage. You also make it sound like a chosen few get to use this armor trait. its open to EVERYONE. if you choose use it and be defensive that your choice. Like someone else said, this game is already over the top damage heavy, we need more things like this to help counter it
It's open to everyone, and allows everyone to stack so they effectively can't be critically hit far too easily which negates the 50% damage bonus from the crit, yes, but also some special effects that different builds depend on such as the Sorcerer and crit surge, for example, or burst damage on a Nightblade. If you feel the game is too damage heavy then use some of the myriad defensive abilities and passives available, but that really doesn't change that impenetrable as compared to other armor traits is far, far above and beyond the power level of where it should be relatively. It also is just too high in absolute terms, due to what I said in the first line of this post.
Kewljag_66_ESO wrote: »Attorneyatlawl wrote: »Kewljag_66_ESO wrote: »You guys make it sound as if its compeltely reducing all damage. its just the chance to reduce the crit damage bonus, which is not the majority of the damage. A non crit will still hit for full damage. You also make it sound like a chosen few get to use this armor trait. its open to EVERYONE. if you choose use it and be defensive that your choice. Like someone else said, this game is already over the top damage heavy, we need more things like this to help counter it
It's open to everyone, and allows everyone to stack so they effectively can't be critically hit far too easily which negates the 50% damage bonus from the crit, yes, but also some special effects that different builds depend on such as the Sorcerer and crit surge, for example, or burst damage on a Nightblade. If you feel the game is too damage heavy then use some of the myriad defensive abilities and passives available, but that really doesn't change that impenetrable as compared to other armor traits is far, far above and beyond the power level of where it should be relatively. It also is just too high in absolute terms, due to what I said in the first line of this post.
I am a sneak attack NB and i like quick kills and damage, but I will even admit between NBs and sorc shard / soul attack this game is too damage heavy, while the imp traits hinders me in hit and runs i dont have a problem with it being there because it defines those who want to be defenseive and hard to kill. if you choose to use imp trait you are sacraficing damage to survive. yes teh defense from it far out weights the offense from others traits but most people still go with offense or other traits.
Offense will always be the complaint and issue because killing someone too fast is much more of an issue than someone being able to survive. you get rewards for killing someone. you dont get rewards for surviving. And in many cases just because you survived you still didnt get a kill or any points
No. People build too much for crit as it is (I personally think crit needs nerfed down a bit or capped) but no, having someone give up something offensive they could add to their armor to add crit protection is reasonable.
p_tsakirisb16_ESO wrote: »...
Nightblades especially, do have ridiculous amount of critical and critical damage, because of Ambush, passives and other abilities. New ambush with with the 5x bonus from stealth, on 120 spell power, 2300 magicka can one shoot almost every player right now. How fair is that?
...
p_tsakirisb16_ESO wrote: »Impenetrable is fine as is.
Nightblades especially, do have ridiculous amount of critical and critical damage, because of Ambush, passives and other abilities. New ambush with with the 5x bonus from stealth, on 120 spell power, 2300 magicka can one shoot almost every player right now. How fair is that?
Sorcerers, more critical on them above the overload? They already hit light attacks for 800
Dragonknights do not need extra critical either. They are op either way, with plenty of CC abilities to grind you.
Vampires the same.
The only class that needs the extra damage, and relies more on critical is the Templar.
And the more damage ZoS gives to the players, the worst the PvP experience is becoming.
As someone put it above. Nerf the lot and especially remove the 300 spell & armour penetration bonus on Cyrodiil.
So battles last longer, and cannot be won by monkeys who are pressing one key.
Let me stop you right there - sorcerers need crit for their healing. It's built into the class design.p_tsakirisb16_ESO wrote: »
The only class