This is in regards to PvP, as Imperial City is based for the PvP player this is kind of a large issue? Which is why I posted on the PTS forumsAlmost all PvE damage is spell damage, I don't think it will be soon. But thanks for asking.
Great question.
Conveniently ignored by many..
Zeni is too busy nerfing magicka defensive abilities to care.
DisgracefulMind wrote: »Great question.
Conveniently ignored by many..
Zeni is too busy nerfing magicka defensive abilities to care.
I think the shield nerfs would be far more justified if we were given the option to spec into physical resistance. As it stands, us magicka, light armor Sorcerers are in a situation where our class is about to be completely destroyed.
Give us physical resistance as an option in the CP trees, and the shield nerfs would be more tolerable...but as it stands, once they nerf shields even more, we're just going to be the "easy kills" everyone wants us to be again from pre-1.6. It's sad, really. :c
DisgracefulMind wrote: »Great question.
Conveniently ignored by many..
Zeni is too busy nerfing magicka defensive abilities to care.
I think the shield nerfs would be far more justified if we were given the option to spec into physical resistance. As it stands, us magicka, light armor Sorcerers are in a situation where our class is about to be completely destroyed.
Give us physical resistance as an option in the CP trees, and the shield nerfs would be more tolerable...but as it stands, once they nerf shields even more, we're just going to be the "easy kills" everyone wants us to be again from pre-1.6. It's sad, really. :c
Yep. The BE nerf is enough. For a ranged magic damage dealer, a mobility nerf is a significant nerf.
Before 1.6, how many sorcs actually wanted to be a "shield-tank" class-- but Zeni gave us no other viable options with light armor being so weak. Some will come along and say, "But NBs," to which the reply is, "Fear, Cloak (use your NB skills!)." As for DKs I think they blame sorcs for the reflective scales nerf. Templars seem the least hate-y of the bunch. lol
I dunno anymore. Not many fair minded non-sorcs around here. :-|
DisgracefulMind wrote: »DisgracefulMind wrote: »Great question.
Conveniently ignored by many..
Zeni is too busy nerfing magicka defensive abilities to care.
I think the shield nerfs would be far more justified if we were given the option to spec into physical resistance. As it stands, us magicka, light armor Sorcerers are in a situation where our class is about to be completely destroyed.
Give us physical resistance as an option in the CP trees, and the shield nerfs would be more tolerable...but as it stands, once they nerf shields even more, we're just going to be the "easy kills" everyone wants us to be again from pre-1.6. It's sad, really. :c
Yep. The BE nerf is enough. For a ranged magic damage dealer, a mobility nerf is a significant nerf.
Before 1.6, how many sorcs actually wanted to be a "shield-tank" class-- but Zeni gave us no other viable options with light armor being so weak. Some will come along and say, "But NBs," to which the reply is, "Fear, Cloak (use your NB skills!)." As for DKs I think they blame sorcs for the reflective scales nerf. Templars seem the least hate-y of the bunch. lol
I dunno anymore. Not many fair minded non-sorcs around here. :-|
Templars are in a situation where their class needs to be significantly worked on, and they are being hit hard by the shield nerfs. I think all magicka users would be happy to have physical resistance added, and would not take the shield nerfs so offensively.
DisgracefulMind wrote: »DisgracefulMind wrote: »Great question.
Conveniently ignored by many..
Zeni is too busy nerfing magicka defensive abilities to care.
I think the shield nerfs would be far more justified if we were given the option to spec into physical resistance. As it stands, us magicka, light armor Sorcerers are in a situation where our class is about to be completely destroyed.
Give us physical resistance as an option in the CP trees, and the shield nerfs would be more tolerable...but as it stands, once they nerf shields even more, we're just going to be the "easy kills" everyone wants us to be again from pre-1.6. It's sad, really. :c
Yep. The BE nerf is enough. For a ranged magic damage dealer, a mobility nerf is a significant nerf.
Before 1.6, how many sorcs actually wanted to be a "shield-tank" class-- but Zeni gave us no other viable options with light armor being so weak. Some will come along and say, "But NBs," to which the reply is, "Fear, Cloak (use your NB skills!)." As for DKs I think they blame sorcs for the reflective scales nerf. Templars seem the least hate-y of the bunch. lol
I dunno anymore. Not many fair minded non-sorcs around here. :-|
Templars are in a situation where their class needs to be significantly worked on, and they are being hit hard by the shield nerfs. I think all magicka users would be happy to have physical resistance added, and would not take the shield nerfs so offensively.
If so that's cool. Honestly though on the forums, I really haven't seen any sympathy for the barrage of nerfs that directly impact sorcs-- in fact there's more of a smug "you deserve it" kind of attitude-- when even underpowered in 1.5 I never felt that way toward other classes.
Why don't people just look at what can be done or improved with their own classes instead of calling to nerf others.
Everyone can equip a resto staff. Yet people who cry about shields are almost always targeting the sorc shield. When there's good reason why sorcs need a good shield.
It does, but then again so does Spell Resistance. There is a severe imbalance between the two, and abilities like Focused Aim reduce your max armor anyway. Same with maces and etc. It's heavily broken and I hope soon @ZOS do something about it.Isn't armor increase kinda equivalent to those? And reduces physical damage?
Been asking this myself. If ZOS could give a constructive answer as to why, that would be good.
Isn't armor increase kinda equivalent to those? And reduces physical damage?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
I don't understand, if we have reduction to Poison, Disease, Magic, Flame, Frost, Shock and Damage over Time effects why was Physical Damage left out of the Champion System and still is. It just doesn't make sense, and Physical Damage builds will continue to get stronger and stronger because you can't mitigate any of the damage output against Mighty (Increase your physical damage by x%), Piercing (Increase the amount of Armor your physical attacks ignore by x%) and Precise Strikes (Increases the critical damage of your physical attacks by x%).
Fair point, I guess I'll write it in simpler terms to understand.AhPook_Is_Here wrote: »I don't understand, if we have reduction to Poison, Disease, Magic, Flame, Frost, Shock and Damage over Time effects why was Physical Damage left out of the Champion System and still is. It just doesn't make sense, and Physical Damage builds will continue to get stronger and stronger because you can't mitigate any of the damage output against Mighty (Increase your physical damage by x%), Piercing (Increase the amount of Armor your physical attacks ignore by x%) and Precise Strikes (Increases the critical damage of your physical attacks by x%).
I'm going to point out the obvious, all 3 warrior trees have one method for improving physical resistance.
Fair point, I guess I'll write it in simpler terms to understand.AhPook_Is_Here wrote: »I don't understand, if we have reduction to Poison, Disease, Magic, Flame, Frost, Shock and Damage over Time effects why was Physical Damage left out of the Champion System and still is. It just doesn't make sense, and Physical Damage builds will continue to get stronger and stronger because you can't mitigate any of the damage output against Mighty (Increase your physical damage by x%), Piercing (Increase the amount of Armor your physical attacks ignore by x%) and Precise Strikes (Increases the critical damage of your physical attacks by x%).
I'm going to point out the obvious, all 3 warrior trees have one method for improving physical resistance.
Medium Armor Focus, Light Armor Focus and Heavy Armor Focus Requires you to wear 5 pieces of medium armor, light armor or heavy armor and is a 25% increase based on your current armor, in simple terms that is nothing compared to Hardy, Elemental Defender and Thick Skinned when going up against Thaumaturge and Elemental Expert you're able to mitigate the damage ouput from those. But when you're going up against someone with maxed out Precise Strikes, Piercing and Mighty, 25% armor increase of 7,000 for example is nothing. There is no output Damage Mitigation.
My suggestion would be for ZOS to make use of Thick Skinned
So because the game is far unbalanced I'm forced to wear Heavy Armor and drop all my damage output which by the way, even in heavy armor it's going to do nothing against Focused Aim if you're able to do basic math.Fair point, I guess I'll write it in simpler terms to understand.AhPook_Is_Here wrote: »I don't understand, if we have reduction to Poison, Disease, Magic, Flame, Frost, Shock and Damage over Time effects why was Physical Damage left out of the Champion System and still is. It just doesn't make sense, and Physical Damage builds will continue to get stronger and stronger because you can't mitigate any of the damage output against Mighty (Increase your physical damage by x%), Piercing (Increase the amount of Armor your physical attacks ignore by x%) and Precise Strikes (Increases the critical damage of your physical attacks by x%).
I'm going to point out the obvious, all 3 warrior trees have one method for improving physical resistance.
Medium Armor Focus, Light Armor Focus and Heavy Armor Focus Requires you to wear 5 pieces of medium armor, light armor or heavy armor and is a 25% increase based on your current armor, in simple terms that is nothing compared to Hardy, Elemental Defender and Thick Skinned when going up against Thaumaturge and Elemental Expert you're able to mitigate the damage ouput from those. But when you're going up against someone with maxed out Precise Strikes, Piercing and Mighty, 25% armor increase of 7,000 for example is nothing. There is no output Damage Mitigation.
My suggestion would be for ZOS to make use of Thick Skinned
...and my suggestion would be to wear some heavy armor.
When they increase the range of my melee abilities to 28 meters.
Fair point, I guess I'll write it in simpler terms to understand.AhPook_Is_Here wrote: »I don't understand, if we have reduction to Poison, Disease, Magic, Flame, Frost, Shock and Damage over Time effects why was Physical Damage left out of the Champion System and still is. It just doesn't make sense, and Physical Damage builds will continue to get stronger and stronger because you can't mitigate any of the damage output against Mighty (Increase your physical damage by x%), Piercing (Increase the amount of Armor your physical attacks ignore by x%) and Precise Strikes (Increases the critical damage of your physical attacks by x%).
I'm going to point out the obvious, all 3 warrior trees have one method for improving physical resistance.
Medium Armor Focus, Light Armor Focus and Heavy Armor Focus Requires you to wear 5 pieces of medium armor, light armor or heavy armor and is a 25% increase based on your current armor, in simple terms that is nothing compared to Hardy, Elemental Defender and Thick Skinned when going up against Thaumaturge and Elemental Expert you're able to mitigate the damage ouput from those. But when you're going up against someone with maxed out Precise Strikes, Piercing and Mighty, 25% armor increase of 7,000 for example is nothing. There is no output Damage Mitigation.
My suggestion would be for ZOS to make use of Thick Skinned
No, I want them to add in another Damage Mitigation, because as it stands Stamina is far too strong and will only get stronger because you can not mitigate the damage as opposed to caster.AhPook_Is_Here wrote: »Fair point, I guess I'll write it in simpler terms to understand.AhPook_Is_Here wrote: »I don't understand, if we have reduction to Poison, Disease, Magic, Flame, Frost, Shock and Damage over Time effects why was Physical Damage left out of the Champion System and still is. It just doesn't make sense, and Physical Damage builds will continue to get stronger and stronger because you can't mitigate any of the damage output against Mighty (Increase your physical damage by x%), Piercing (Increase the amount of Armor your physical attacks ignore by x%) and Precise Strikes (Increases the critical damage of your physical attacks by x%).
I'm going to point out the obvious, all 3 warrior trees have one method for improving physical resistance.
Medium Armor Focus, Light Armor Focus and Heavy Armor Focus Requires you to wear 5 pieces of medium armor, light armor or heavy armor and is a 25% increase based on your current armor, in simple terms that is nothing compared to Hardy, Elemental Defender and Thick Skinned when going up against Thaumaturge and Elemental Expert you're able to mitigate the damage ouput from those. But when you're going up against someone with maxed out Precise Strikes, Piercing and Mighty, 25% armor increase of 7,000 for example is nothing. There is no output Damage Mitigation.
My suggestion would be for ZOS to make use of Thick Skinned
I get that you want another stat that is another multiplier in the damage calculation, but don't you think the system is totally wonky as it is? For Magic you have base spell resist and special damage resist as your defensive multipliers and you have spell penetration and specific damage type multipliers offensively. Melee is similar but without the additional defensive multiplier and with only penetration and damage as offensive multipliers on abilities with an additional multiplier on normal and heavy attacks.
I think they should simplify the whole system, I'm not even sure what the order of operations is on most of these calculations and they aren't always what I expect to see in a tool tip.
Isn't armor increase kinda equivalent to those? And reduces physical damage?
They have access to class shields (minus nightblade) but slotting a shield and sword with maxed Mighty, Precise Strikes and Piercing you wont lose anything.Isn't armor increase kinda equivalent to those? And reduces physical damage?
No, because there's also Spell Shield boosting spell resistance.
Both Spell Shield and the armor increase signs, are countered by people putting points into penetration signs, ignoring armor. The boost you get is also extremely minor, unless you're wearing heavy.
This while boosting your magic, poison or disase dmg 25% with Thaumaturge(templar+ NB), is balanced by the sign Hardy reducing that specific dmg taken with 25% when maxed.
Boosting your elemental dmg with 25% (sorc + DK), is balanced by the sign Elemental Defender, that reduces elemental dmg taken with 25%.
Boosting weapon dmg with 25% has no equivalent defensive sign. There's no way to mitigate that dmg using CP.
One might however argue that stamina based players needs to more dmg since they have less heals and shields. My stamplar will always be more squishy than my magicka templar, for example. Doesn't really matter how I build them.