caeliusstarbreaker wrote: »caeliusstarbreaker wrote: »Instead of spell pen, light armor should give 6% spell damage boost.
Um, for most magicka builds, that'll be a nerf.
You're getting 6% spell dmg
That penetration passive is actually better than the medium armor 12% weapon damage passive. Even if you were to propose changing it to a 12% spell damage passive (not a pitiful 6%), it would still be an undesirable proposition.
First, bypassing 4884 resistance will boost your damage output by approximately 7.5%.
Second, your damage output scales off of your spell damage and max magicka, so a 6% increase in spell damage will result in less than half that in actual damage since you're only boosting half of your damage stats.
For a typical magicka build, you're looking at 40K max magicka and between 2K and 2.7K base spell damage (the medium armor passive boosts the base weapon damage, not the weapon damage after weapon power buffs, guild buffs, and other amps). Let's be generous here and say around 3K base spell damage (this requires things like Alchemist buffs, which is for burst and not sustained damage). That gives you an effective pool of 70K. Boosting the spell damage by 12% would boost the effective pool to 73.6K, which corresponds to a 5% increase in damage output. And that's if we're doing 12%, not 6%, and using an generously high 3K base spell damage, which most builds won't have. With your proposed 6%, that's only about a 2.5% increase in damage output. Compared to the 7.5% from bypassing 4884 resistance, this is a huge nerf.
Now, the only time this wouldn't work out in your favor is if your target as so little spell resistance that you're over-penetrating. You'll get about 5K penetration from sharpened weapons. Around 5K from this light armor passive. If using destro staff attacks and abilities, 10% of the enemy's resistance (so 1.1-1.5K in most cases). And maybe 1-2K from CP. A typical medium armor wearer will have about 12K spell resistance. A light armor wearer will actually have more (largely due to light armor passives that more than make up for the lower base resistance of light armor; my main in light armor has over 15K resistance). So even with sharpened weapons and this light armor passive, you will not be overpenetrating or just barely overpenetrating. And even if you are facing a target with unusually low resistance that you do end up overpenetrating, you have to overpenetrate by a lot to make up for the difference of the penetration being thrice as good.
TL;DR: Concentration is an amazing passive. Far, far better than Agility. Most players don't realize this because penetration numbers are not flashy and glamorous.
caeliusstarbreaker wrote: »caeliusstarbreaker wrote: »caeliusstarbreaker wrote: »Instead of spell pen, light armor should give 6% spell damage boost.
Um, for most magicka builds, that'll be a nerf.
You're getting 6% spell dmg
That penetration passive is actually better than the medium armor 12% weapon damage passive. Even if you were to propose changing it to a 12% spell damage passive (not a pitiful 6%), it would still be an undesirable proposition.
First, bypassing 4884 resistance will boost your damage output by approximately 7.5%.
Second, your damage output scales off of your spell damage and max magicka, so a 6% increase in spell damage will result in less than half that in actual damage since you're only boosting half of your damage stats.
For a typical magicka build, you're looking at 40K max magicka and between 2K and 2.7K base spell damage (the medium armor passive boosts the base weapon damage, not the weapon damage after weapon power buffs, guild buffs, and other amps). Let's be generous here and say around 3K base spell damage (this requires things like Alchemist buffs, which is for burst and not sustained damage). That gives you an effective pool of 70K. Boosting the spell damage by 12% would boost the effective pool to 73.6K, which corresponds to a 5% increase in damage output. And that's if we're doing 12%, not 6%, and using an generously high 3K base spell damage, which most builds won't have. With your proposed 6%, that's only about a 2.5% increase in damage output. Compared to the 7.5% from bypassing 4884 resistance, this is a huge nerf.
Now, the only time this wouldn't work out in your favor is if your target as so little spell resistance that you're over-penetrating. You'll get about 5K penetration from sharpened weapons. Around 5K from this light armor passive. If using destro staff attacks and abilities, 10% of the enemy's resistance (so 1.1-1.5K in most cases). And maybe 1-2K from CP. A typical medium armor wearer will have about 12K spell resistance. A light armor wearer will actually have more (largely due to light armor passives that more than make up for the lower base resistance of light armor; my main in light armor has over 15K resistance). So even with sharpened weapons and this light armor passive, you will not be overpenetrating or just barely overpenetrating. And even if you are facing a target with unusually low resistance that you do end up overpenetrating, you have to overpenetrate by a lot to make up for the difference of the penetration being thrice as good.
TL;DR: Concentration is an amazing passive. Far, far better than Agility. Most players don't realize this because penetration numbers are not flashy and glamorous.
That's all well and good but penetration is not buffing heals, nor shields. Which is the primary means aside from perma blocking for dmg mitigation.
caeliusstarbreaker wrote: »Joy_Division wrote: »A lot of these suggestions are decent and correctly identify balance issues that should be obvious to anyone objective that PvPs. They more alleviate rather than address what I believe are the root issues plaguing PvP balance, but I could get behind most of them.
I'm not quite sure why you believe Templar Sweeps, an AOE, should be dodgeable though. AoEs are not intended to be dodged. As it is, people simple just have to walk away from the templar to avoid it since it renders the caster immobile. Since it is hard to actually hit people with this ability and making it dodgeable would mean the main templar attack abilities (flare, RD, sweeps) would require ideal circumstances to actually hit people.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
Joy_Division wrote: »caeliusstarbreaker wrote: »Joy_Division wrote: »A lot of these suggestions are decent and correctly identify balance issues that should be obvious to anyone objective that PvPs. They more alleviate rather than address what I believe are the root issues plaguing PvP balance, but I could get behind most of them.
I'm not quite sure why you believe Templar Sweeps, an AOE, should be dodgeable though. AoEs are not intended to be dodged. As it is, people simple just have to walk away from the templar to avoid it since it renders the caster immobile. Since it is hard to actually hit people with this ability and making it dodgeable would mean the main templar attack abilities (flare, RD, sweeps) would require ideal circumstances to actually hit people.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
Joy_Division wrote: »caeliusstarbreaker wrote: »Joy_Division wrote: »A lot of these suggestions are decent and correctly identify balance issues that should be obvious to anyone objective that PvPs. They more alleviate rather than address what I believe are the root issues plaguing PvP balance, but I could get behind most of them.
I'm not quite sure why you believe Templar Sweeps, an AOE, should be dodgeable though. AoEs are not intended to be dodged. As it is, people simple just have to walk away from the templar to avoid it since it renders the caster immobile. Since it is hard to actually hit people with this ability and making it dodgeable would mean the main templar attack abilities (flare, RD, sweeps) would require ideal circumstances to actually hit people.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
I think the pen from light armor might be more than a 6% spell damage boost - not on shields, of course (as pen doesn't apply to shields)
Um. Who complains about this? Spell Damage and Weapon Damage comprise just a portion of the damage equation. Yes, magicka users have less SD than stam users have WD. But stam users have less max stam than magicka users have max magicka. In the end, it evens out.caeliusstarbreaker wrote: »But people keep complaining about not garnishing as high spell dmg as weapon dmg.
SourishWhale wrote: »
Um. Who complains about this? Spell Damage and Weapon Damage comprise just a portion of the damage equation. Yes, magicka users have less SD than stam users have WD. But stam users have less max stam than magicka users have max magicka. In the end, it evens out.caeliusstarbreaker wrote: »But people keep complaining about not garnishing as high spell dmg as weapon dmg.
What people do complain about (or at least what they really intend to complain about) is the difference in overall damage output. And, yes, there is one. But to blame it on weapon damage is a failure to understand what causes differences in damage output. And to suggest replacing penetration with spell damage is a wholly misguided notion that looks only at one part of the overall damage formula and turning a blind eye the other parts. And it is a suggestion that would actually lower magicka damage output.
The people who "keep complaining" about WD vs. SD are really complaining about overall damage output, but their lack of understanding of how the game works leads them to just lazily point a finger at the most visible stat.
and what about the love that magplar truely deserve since all these years without blinding flashes?
SourishWhale wrote: »
Reduce health of mobs accordingly.
Who the *** cares? This "what about PvE" bull*** has got to stop. You balance mixed games around PvP first because you can't control players, and then you balance PvE mobs and encounters accordingly. In the end, everything is balanced, and everyone is happy. This mixed priority bs is only making the game more imbalanced over time.
I dont agree with all proposal but some of them are good and they are really needed. I wish ZoS patch notes looks like that and add tweaks to the skills while trying to find the right balance instead of adding big changes every 6 months which just change the meta but do not balance the game itself.
caeliusstarbreaker wrote: »SourishWhale wrote: »
Reduce health of mobs accordingly.
Who the *** cares? This "what about PvE" bull*** has got to stop. You balance mixed games around PvP first because you can't control players, and then you balance PvE mobs and encounters accordingly. In the end, everything is balanced, and everyone is happy. This mixed priority bs is only making the game more imbalanced over time.
Honestly, @FENGRUSH said it best, you can more easily adjust pve accordingly to pvp balance than you can factor your changes to pvp based off what's healthy to pve.
caeliusstarbreaker wrote: »@KenaPKK blinding flashes was balanced in that it was 50% miss chance on melee damage(unless you were a 2m bow user/caster) while leaving range open to 100% hit chance, and it pulsed every 2 seconds for like 8 seconds or so. Sure the miss chance could be lowered, but it was really no worse than shuffle.
caeliusstarbreaker wrote: »Um. Who complains about this? Spell Damage and Weapon Damage comprise just a portion of the damage equation. Yes, magicka users have less SD than stam users have WD. But stam users have less max stam than magicka users have max magicka. In the end, it evens out.caeliusstarbreaker wrote: »But people keep complaining about not garnishing as high spell dmg as weapon dmg.
What people do complain about (or at least what they really intend to complain about) is the difference in overall damage output. And, yes, there is one. But to blame it on weapon damage is a failure to understand what causes differences in damage output. And to suggest replacing penetration with spell damage is a wholly misguided notion that looks only at one part of the overall damage formula and turning a blind eye the other parts. And it is a suggestion that would actually lower magicka damage output.
The people who "keep complaining" about WD vs. SD are really complaining about overall damage output, but their lack of understanding of how the game works leads them to just lazily point a finger at the most visible stat.
Dude I totally get that it evens out.. And I totally understand that pen and that light armor passive in light armor is an awesome one, however we have to normalize numbers across the two. If we don't there will be exclamation of disparity. Yes I agree that given pen and Max magicka etc, they really aren't that different just different routes to the same goal.. The things I suggested were in a totalarian view, because if we are scaling down stam dmg and healing, magicka dmg must come down as well. I do think stam should hit just a little bit harder than mag, because their dmg pool is tied to dodge and cc break. I'm not disagreeing with your math, I'm just stipulating that if you give medium and light armor the same dmg increase, and then offer destro pen to destro skills two handed pen to two handed skills you would would normaliz/ bring the damage values closer together. Magicka would still be able to reach higher stats, stamina would be able to reach higher wpn dmg, you would both have base pen differed only by wpn skill choices getting more, sb being tanky, bow being ranged, dw being higher dmg on status effected enemies with the deeper pen being split between destro and two handed skills them selves, and not having two handed pen applying to all physical attack while destro only applying to destro skills, with equal base wpn dmg, mages guild increasing max stats and fighters guild increasing wpn dmg.
caeliusstarbreaker wrote: »
Fragmented shield, should scale of magicka. Changes that worthless flame thing that used to be a toggle, to something worthwhile. Honestly I would just say a dragon roar, which would function the same as fear.. Give minor main, and increase fire dmg done by like 2-4% reduce the cost of abilities by like 4% too
Joy_Division wrote: »caeliusstarbreaker wrote: »Joy_Division wrote: »A lot of these suggestions are decent and correctly identify balance issues that should be obvious to anyone objective that PvPs. They more alleviate rather than address what I believe are the root issues plaguing PvP balance, but I could get behind most of them.
I'm not quite sure why you believe Templar Sweeps, an AOE, should be dodgeable though. AoEs are not intended to be dodged. As it is, people simple just have to walk away from the templar to avoid it since it renders the caster immobile. Since it is hard to actually hit people with this ability and making it dodgeable would mean the main templar attack abilities (flare, RD, sweeps) would require ideal circumstances to actually hit people.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
I can't use sap or steel tornado or bombard or draw essence as my spam dps ability to kill you either. Advocate reducing sweeps' damage to their level, and your argument would hold up. Sweeps being undodgeable is hardly a significant issue in the larger picture of PvP, but Rhage is right that it stands out among class dps abilities simply for this reason.
Are you nuts?? Tanks are crazy op already.caeliusstarbreaker wrote: »Double all resistance values, increase resist cap to 65%.
I agree for the most part, but wtf is thisAre you nuts?? Tanks are crazy op already.caeliusstarbreaker wrote: »Double all resistance values, increase resist cap to 65%.
Joy_Division wrote: »Joy_Division wrote: »caeliusstarbreaker wrote: »Joy_Division wrote: »A lot of these suggestions are decent and correctly identify balance issues that should be obvious to anyone objective that PvPs. They more alleviate rather than address what I believe are the root issues plaguing PvP balance, but I could get behind most of them.
I'm not quite sure why you believe Templar Sweeps, an AOE, should be dodgeable though. AoEs are not intended to be dodged. As it is, people simple just have to walk away from the templar to avoid it since it renders the caster immobile. Since it is hard to actually hit people with this ability and making it dodgeable would mean the main templar attack abilities (flare, RD, sweeps) would require ideal circumstances to actually hit people.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
I can't use sap or steel tornado or bombard or draw essence as my spam dps ability to kill you either. Advocate reducing sweeps' damage to their level, and your argument would hold up. Sweeps being undodgeable is hardly a significant issue in the larger picture of PvP, but Rhage is right that it stands out among class dps abilities simply for this reason.
I see. My argument would "hold up" if we lower sweeps damage to that of Sap or Deep Breath, even though the later two hit things in a 180 degree circle, allow the caster unimpeded movement, the ability to block-cast, and an instant-cast which guaranteed 100% of that damage. Jabs also stands out among class DPS abilities in that the target can simply move to the side or backward and completely avoid the attack.
So keep the worst aspects of the ability (locking the templar into place, multiple attacks, and hitting only the immediate frontal arc), while reducing the damage to that of skills that do not have these disadvantages. Go ahead and keep telling others that their arguments don't "hold up."
I agree for the most part, but wtf is thisAre you nuts?? Tanks are crazy op already.caeliusstarbreaker wrote: »Double all resistance values, increase resist cap to 65%.
There is no way to tank on a magplar. Your only option is to stand there and die to WB spam.
Please bring Blinding Flashes back :'(
Joy_Division wrote: »Joy_Division wrote: »caeliusstarbreaker wrote: »Joy_Division wrote: »A lot of these suggestions are decent and correctly identify balance issues that should be obvious to anyone objective that PvPs. They more alleviate rather than address what I believe are the root issues plaguing PvP balance, but I could get behind most of them.
I'm not quite sure why you believe Templar Sweeps, an AOE, should be dodgeable though. AoEs are not intended to be dodged. As it is, people simple just have to walk away from the templar to avoid it since it renders the caster immobile. Since it is hard to actually hit people with this ability and making it dodgeable would mean the main templar attack abilities (flare, RD, sweeps) would require ideal circumstances to actually hit people.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
I can't use sap or steel tornado or bombard or draw essence as my spam dps ability to kill you either. Advocate reducing sweeps' damage to their level, and your argument would hold up. Sweeps being undodgeable is hardly a significant issue in the larger picture of PvP, but Rhage is right that it stands out among class dps abilities simply for this reason.
I see. My argument would "hold up" if we lower sweeps damage to that of Sap or Deep Breath, even though the later two hit things in a 180 degree circle, allow the caster unimpeded movement, the ability to block-cast, and an instant-cast which guaranteed 100% of that damage. Jabs also stands out among class DPS abilities in that the target can simply move to the side or backward and completely avoid the attack.
So keep the worst aspects of the ability (locking the templar into place, multiple attacks, and hitting only the immediate frontal arc), while reducing the damage to that of skills that do not have these disadvantages. Go ahead and keep telling others that their arguments don't "hold up."
You really do live in a bubble where Templars are victimized, performing horribly, and in dire need of buffs aren't you?