KoshkaMurka wrote: »Sithisvoid wrote: »KoshkaMurka wrote: »
Where as magika builds have stronger heals and more sustain.. Each has it's strong points. Not really what Nifty's thread is about though. He's talking champion points and balancing those benefits and it makes sense because you can reduce magika damage taken and not Physical through champion points. Why shouldn't champion point passives be balanced?
A lot of people think stamina is OP and has "insane burst" but honestly, isn't this most likely why? The lack of mitigation. Imagine reading all the "I got killed in 0.7 seconds" threads and reading instead "I lacked proper physical damage mitigation"
I'm sorry, but Rally and Vigor combo is very strong, and only templar's breath of life is better than it. Also there are builds with very high regen and survivability.
And yeah, there are ways to greatly reduce magicka burst, but you cant really reduce physical dmg burst. That's why the latter is so strong, and I do think that we need to balance things a bit (so stamina wont be so op in pvp and magicka wont be the only top notch option in pve).
Also, "I lacked proper physical damage mitigation" sounds like its a player's fault for not getting said "proper" mitigation while its not possible even with heavy armor.
mr_wazzabi wrote: »KoshkaMurka wrote: »Sithisvoid wrote: »KoshkaMurka wrote: »
Where as magika builds have stronger heals and more sustain.. Each has it's strong points. Not really what Nifty's thread is about though. He's talking champion points and balancing those benefits and it makes sense because you can reduce magika damage taken and not Physical through champion points. Why shouldn't champion point passives be balanced?
A lot of people think stamina is OP and has "insane burst" but honestly, isn't this most likely why? The lack of mitigation. Imagine reading all the "I got killed in 0.7 seconds" threads and reading instead "I lacked proper physical damage mitigation"
I'm sorry, but Rally and Vigor combo is very strong, and only templar's breath of life is better than it. Also there are builds with very high regen and survivability.
And yeah, there are ways to greatly reduce magicka burst, but you cant really reduce physical dmg burst. That's why the latter is so strong, and I do think that we need to balance things a bit (so stamina wont be so op in pvp and magicka wont be the only top notch option in pve).
Also, "I lacked proper physical damage mitigation" sounds like its a player's fault for not getting said "proper" mitigation while its not possible even with heavy armor.
I disagree. Rally and vigor need to be constantly recasted, stopping you from dps'ing.
Take a stamina nb vs magicka nb.
Magicka nb can spam funnel health and sap essence, killing everything and healing at the same time.
Templars can do the same with sweep.
There's a reason why stamina builds struggle in VMA while magicka builds get the highest scores.
Its kinda funny to hear that from a person who has a "fire dk" char...Like how stamina play necessitates being in the thick of battle, exposing yourself to way more damage and challenging play in melee range?
You need to realise that PvP isn't the only problem, PvE has a huge issue regarding Physical Damage. To balance it out though, @Wrobel you should buff Sharpened to the same level as Nirn, but they might have that in mind alreadyIf it's really balance that all you Harry Potter fans are after, surely you have considered some other factors in magicka vs stamina balance? Like how stamina play necessitates being in the thick of battle, exposing yourself to way more damage and challenging play in melee range? Or how stamina builds have way less options for damage mitigation and healing? Whereas in contrast, magicka builds can sit back at range dealing just as impressive damage, while being able to make use of all the utility their classes offer. Not to mention, healing ward. Before you utter "vigor", understand that these two skills more or less cancel each other out. This is a skill all magicka builds have access too that stacks on top of their already superior class options for healing and mitigation.
Stamina is a more risky and less forgiving play style. As such it is only fair that they do more damage and have other means of mitigating damage that magicka builds do not. Because the opposite is also most assuredly true: magicka builds have means of mitigation that stamina builds do not. Giving magicka builds cp physical resistance will tip the scales too far in their favor.
So the Thieves Guild Major Update is coming, and during the Imperial City PTS I mentioned this
When will we see a reduction to physical damage in Champion System
Part of the whole Wrecking Blow spam and one shots in Cyrodill resolve around people not being able to properly mitigate Physical Damage in their Champion System as they are with Magic Damage (Hardy and Elemental Defender for instance)
So my question is, is this finally being added with the balance update? It would solve a lot of issues and balance a lot of skills out being clearly abused.
To quote myself a few months backI 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%).
@ZOS_GinaBruno @ZOS_RichLambert @Wrobel
Any thoughts, or confirmation from ZOS folk?
It's because you need 5 starsSo the Thieves Guild Major Update is coming, and during the Imperial City PTS I mentioned this
When will we see a reduction to physical damage in Champion System
Part of the whole Wrecking Blow spam and one shots in Cyrodill resolve around people not being able to properly mitigate Physical Damage in their Champion System as they are with Magic Damage (Hardy and Elemental Defender for instance)
So my question is, is this finally being added with the balance update? It would solve a lot of issues and balance a lot of skills out being clearly abused.
To quote myself a few months backI 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%).
@ZOS_GinaBruno @ZOS_RichLambert @Wrobel
Any thoughts, or confirmation from ZOS folk?
made the exact same thread ... so far 0 replies from zos
What I'm saying is sorcs are stupidly OP and so is stamina damage. I think we are all pretty sick of this stagnant situation.
There is no way to nerf physical damage without making sorcs even more stupidly OP. Unless you also nerf Hardened Ward, which is the strongest way of mitigating physical damage in the game.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
ryanborror wrote: »@Nifty2g where would you like to see this implemented? Putting it into hardy would be too much giving players resistance to both physical and magicka damage. Putting in elementalove defender is similarly flawed. I can see maybe putting it into thick skinned but it more than likely would need to be its own thing. Or maybe remove something or consolidate things like quick recovery and nourishing although putting it into the Lord unfairly favors heavy armor users somewhat. Idk something should be done. Champion system currently offers spell resistance and reduced damage from elemental and magic and almost no defense from physical attacks. Do you have any ideas on how to implement it?
Peekachu99 wrote: »It's following it's lore. But I dont believe it should go down this path at all.Peekachu99 wrote: »They just need to change the 50% hard cap on physical resistance. Raise it to 75% or something, so that there's an actual benefit to wearing heavy armour. They need to tweak the whole heavy armour/physical resist line/ concept, really. If someone wants to play a 40k HP turtle with no real offence and caltrops/CC skills, let them. The best thing about this game are its build and gear diversity. I don't like the path of homogenization it's going down.
What lore? About heavy armour? Not being contentious, but I'm struggling to understand your comment.
Edit: Do you mean the "lore" ("reality", would be a better word), that plate armour would logically offer more protection? If so, yeah, I agree. I don't know why people can dress in mostly medium and light and have the same defence as a full plate wearer. Makes no sense.
What I'm saying is sorcs are stupidly OP and so is stamina damage. I think we are all pretty sick of this stagnant situation.
There is no way to nerf physical damage without making sorcs even more stupidly OP. Unless you also nerf Hardened Ward, which is the strongest way of mitigating physical damage in the game.
actually healing is the strongest way of mitigating physical dmg - as BoL heals for more than hardend can cover without a crit, and the hp it refills were effected by dmg reduction beforehand(effectivly +15-30% of already mitigated dmg) wich isnt the case in terms of shields.
Haven't read the whole thread so maybe this was already said but we do have such CP passives: the increase armor % of type X/Y/Z. Indirectly that affects incomingh physical damage. Now, as for it being balanced in comparison to the more direct magic damage reduction passives I have no idea. Probably not and they should indeed revamp those passives to fix this imbalance.
Edit: Another problem with those existing armor passives is that you often mix different types, making it very inefficient to use those to increase your overall armor.
It's following it's lore. But I dont believe it should go down this path at all.Peekachu99 wrote: »They just need to change the 50% hard cap on physical resistance. Raise it to 75% or something, so that there's an actual benefit to wearing heavy armour. They need to tweak the whole heavy armour/physical resist line/ concept, really. If someone wants to play a 40k HP turtle with no real offence and caltrops/CC skills, let them. The best thing about this game are its build and gear diversity. I don't like the path of homogenization it's going down.