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Impenetrable Trait needs to be changed (PVP)

Erock25
Erock25
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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.
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  • bsheffield2008ub17_ESO
    Time to Live > your Impenetrable complaint. We need more things like this to slow the incoming damage not the other way around imo.
  • Attorneyatlawl
    Attorneyatlawl
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    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.
    Edited by Attorneyatlawl on July 8, 2014 4:25PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
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  • Attorneyatlawl
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    Time to Live > your Impenetrable complaint. We need more things like this to slow the incoming damage not the other way around imo.

    There are tons of tools to slow down incoming damage and debuff enemies. Use them, instead of defending an imbalanced, very obviously out-of-line armor trait. You don't fix a game by leaving things broken ;).
    Edited by Attorneyatlawl on July 8, 2014 4:27PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Beldorr
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    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
    Edited by Beldorr on July 8, 2014 4:29PM
  • Attorneyatlawl
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    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

    Yep, that's why everyone has always said to make sure to have a couple of pieces of impen. Each piece can give up to 10% reduction in chance to be critted (at legendary, 9% at epic).

    Indeed, it does. Run for the hills! :)
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Vuron
    Vuron
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    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.
    Edited by Vuron on July 8, 2014 4:33PM
  • Attorneyatlawl
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    Vuron 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.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Leovolao
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    Vuron 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.

    The problem is that imp trait as it is now, is totally wrecking sorcerers since the only class self heal they have is crit surge.
    tea pot


    "What if my problem wasn't that I don't understand people but that I don't like them?"
  • Vuron
    Vuron
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    Vuron 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.

    Yeah, I agree, but don't knock my all-powerful sprint cost reduction. ;)
  • Kewljag_66_ESO
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    Erock25 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.
    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
  • Attorneyatlawl
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    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.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • kirnmalidus
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    None of the PvP min/maxers I know go for optimized crit % because of this armor trait. They all go for maxed overall damage instead.
    Life of a Nightblade (Screenshot Tumblr)

    Attention Zenimax: Stamina builds don't hold up to magicka builds, and this is causing most of your class imbalance. It makes melee weapons and bows weaker than staves and class abilities. It makes medium and heavy armor less desirable than light armor. Fix this imbalance, and you'll address most of your balance issues.

    - @ruze84b14_ESO
  • GnatB
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    *shrug* If you want good PvP, don't play a stat based genre like RPG, play a genre that's actually based around player skill. In an RPG, you are going to run into people who will simply win because of their stats. If you don't like it, pick a different genre of game.
    Achievements Suck
  • Samadhi
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    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).
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Erock25
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    Erock25 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.
    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

    There are two reasons to look at Impen

    1. It is the clear cut choice for armor trait for everyone in PVP. If something is that far ahead as a favorite, it has to be looked at.

    2. It completely shuts down the primary healing mechanic of an entire class.
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  • Erock25
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    Samadhi wrote: »
    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.
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  • CoUsT
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    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.
  • Erock25
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    CoUsT wrote: »
    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.

    But what about Sorcerers? All classes have access to self healing, but the only viable self healing for Sorc in combat is dependent on criticals.

    Changing Impenetrable to crit dmg reduction basically keeps the same relative power for impenetrable trait (maybe a bit lower because you won't be mitigating ALL crits with 4 minor pieces traited) but it will still allow Sorc access to their healing.
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  • Samadhi
    Samadhi
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    Erock25 wrote: »
    Samadhi wrote: »
    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.

    I use Inner Light and Precise. I also use a Bow which gives additional weapon crit from passives.
    I use 5 Light and 2 Medium.
    I have Atronach mundus for Magicka regen.
    I'm a Bosmer.
    My enchants include 3 Infused pieces (chest, legs, helm) for higher raw stats and non-crit damage.

    If someone wants to go all out to build Impenetrable, I can still have high odds of critting with Shadowy Disguise --> Veiled Strike combo.

    If someone sacrifices their Traits to go full defensive build against crits, I see no reason why that shouldn't make critting on them more difficult.

    I built for crits; that doesn't mean I'm an "omg I crit always j00 shuld be ded" kind of person.

    Spell Crit also massively increases the strength of my self-heal skills, which an enemy stacking Impenetrable doesn't cancel out.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Leovolao
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    CoUsT wrote: »
    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 didn't build my sorc around crit for damage... I build it that way to stay alive when not running with a group.
    tea pot


    "What if my problem wasn't that I don't understand people but that I don't like them?"
  • nerevarine1138
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    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.
    ----
    Murray?
  • dodgehopper_ESO
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    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.

    It all boils down to the math. In some games, Crit chance is king. In other games Critical Severity is King. In other games it is 'accuracy' or 'damage boost'. It really just depends on statistically what nets you the best overall damage, and that depends a lot on how they design the game. In STO currently, Critical is very important to doing excessive amounts of damage.

    As an aside, I am hoping they create more Traits and Enchantments in the future.
    Edited by dodgehopper_ESO on July 8, 2014 5:24PM
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  • Kewljag_66_ESO
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    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
    Edited by Kewljag_66_ESO on July 8, 2014 5:27PM
  • xaraan
    xaraan
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    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.
    -- @xaraan --
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  • Erock25
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    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

    I'll have to completely disagree with people going for offensive armor traits in PVP. Anyone who has an armor set for PVP is crazy to not have impenetrable on AT LEAST the minor pieces.
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  • Erock25
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    xaraan wrote: »
    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.

    I wonder if people even read the original post or any that follow? The change I suggest still has Impenetrable traits giving crit protection. It just allows Sorc to still get their crits (for heals) even if those crits are doing normal attack damage. I just think it is bogus design to force Sorc into crit builds for self healing and then introduce armor traits with a low opportunity cost for PVP that completely negate it.
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  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    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.
    Edited by p_tsakirisb16_ESO on July 8, 2014 5:35PM
  • Samadhi
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    ...
    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?

    ...

    Ambush only gives 3x damage bonus from Stealth.
    It just seems higher because Nightblade has a passive that increases Spell Power stat by 10% while stealthed.
    The actual sneak attack bonus modifier on Ambush is still only 3x though.
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  • Erock25
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    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.

    Another who chooses not to read.
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  • babylon
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    The only class
    Let me stop you right there - sorcerers need crit for their healing. It's built into the class design.

    I agree with the idea of changing impenetrable trait to crit damage reduction. This will still allow for the sorcerer to heal in pvp combat.
    Edited by babylon on July 8, 2014 5:42PM
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