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Cruel Flurry (VMA DW) nerfed - your opinion?

  • susmitds
    susmitds
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    Nifty2g wrote: »
    Alcast wrote: »
    Also guys,
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    You do realize that the top DPS for vmol hardmode is a Magplar atm right? :trollface:

    Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again :dizzy:
    Awh Alcast, don't feed the forums this they wont understand why and call for nerfs :(

    Pretty much. Only a very small percentage of players here have ever done anything endgame here. When a stamina DD does 50k DPS standing on the face of the enemies and has to back off ever now and then to avoid mechanical kills, everybody goes mad. Then when a magicka DD does 50k DPS standing far away without the threat of instakills and constantly gets to attack the enemies without any breaks, it seems to be perfectly fine for them.
  • andy_s
    andy_s
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    Alcast wrote: »
    Also guys,
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    You do realize that the top DPS for vmol hardmode is a Magplar atm right? :trollface:

    with crushing shock :trollface:

    World's First Cloudrest Hardmode + Speed Run + No Death w/ HODOR
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  • shrb
    shrb
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    To be clear, I wasn't speaking about specific scenarios, but as a gameplay design in general.

    Having melee friendly/ range hostile mechanics for some bosses and the opposite for others, but keeping a "test dummy dps" be on equal grounds is always better design philosophy compared to "melee>range and every boss cleaves"
    It keeps more specs viable and encourages rotating and such, while allowing your favorite toon to have at least one fight that he is the shinning star of the raid.
  • RoyJade
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    This change is good IMO. Actually, surprise attack and jabs does far less damage than flurry + maelstrom weapons. Perhaps now NB and stamplar sill be able to use their class skill for dps without loosing so much damage.

    And a stamina spec does already more damage than a magicka one without maelstrom weapons. And with maelstrom weapons, this ap is even worse. No it'll be more viable.
  • Nifty2g
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    susmitds wrote: »
    Nifty2g wrote: »
    Alcast wrote: »
    Also guys,
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    You do realize that the top DPS for vmol hardmode is a Magplar atm right? :trollface:

    Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again :dizzy:
    Awh Alcast, don't feed the forums this they wont understand why and call for nerfs :(

    Pretty much. Only a very small percentage of players here have ever done anything endgame here. When a stamina DD does 50k DPS standing on the face of the enemies and has to back off ever now and then to avoid mechanical kills, everybody goes mad. Then when a magicka DD does 50k DPS standing far away without the threat of instakills and constantly gets to attack the enemies without any breaks, it seems to be perfectly fine for them.
    Now back up for a second and notice why he said Magicka Templar, and notice the amount of things during that fight you can beam, and then look at the lunar cycle mechanic, set your Templar up right in positioning, and then judging how far you pushed the boss before the lunar mechanic you can execute it

    And actually melee have it a lot easier, templar actually has to go range depending on group and kite meteors around

    Anyway I shouldn't have to explain it, ty alcast
    #MOREORBS
  • Edziu
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    DangerMan wrote: »
    Vezuls wrote: »
    Not that big of a deal. I play stam and Mag, and while it sucks this happened, the other VMA weapons were noticeably lacking. I guess they didn't want to buff the others?

    And most people think this is a big deal. It isn't. It's about a 30% decrease to the actual enchantment, but that doesn't mean stam builds do 30% less dps. It doesn't even mean stam builds DoT damage does 30% less. You simply have 1k less wpn damage awarded to those DoT's. In all honesty stam probably loses 2-4k dps.

    So let's say fully buffed you have around 35k max stam, 4k weapon damage, and 3k weapon damage from the VMA enchant. All those stats effect the damage done by the DoTs.

    So now, 35k max stam, 4k weapon damage, 2k weapon damage from VMA enchant.

    For the sake of simplicity, I'll convert 35k max stam to weapon damage (I remember reading that 10 max stam = 1 weapon damage, whether that is true or not is irrelevant)

    Live Server: 3.5k + 4k + 3k = 10.5k weapon damage awarded to DoTs
    PTS Server: 3.5k + 4k + 2k = 9.5k weapon damage awarded to DoTs

    9.5k / 10.5k = 90.4%

    On PTS server, our DoT's will be doing 90% of the damage they do on live. That means this change reduced stam build DoT damage by around 10%, which would equate to most likely 2-4k dps in a full raid environment.

    I analyzed a parse from a PC player that was posted in a stream. Stam DK he did 53k dps, DoT's accounted for 22k of the dps. If the same exact scenario were to play out on PTS, he would do about 2.2k less dps and total at about 51k dps. And remember, stam DK gets the most effected by this due to their extra DoT, and it's still not a crazy amount.

    Of course, the max stam into weapon damage isn't exactly reliable, because all abilities have a different coefficient calculator for the amount of damage they due, but all I did here was try to help visualize what all goes into the damage you're doing. At face value, it looks like a devastating nerf, but upon further analysis we see it's not as bad as it seems.

    Of course, this will be tested by the guys on PTS do give us exact values of how it works in game, but doing some simple math shows us that it is a huge nerf.

    The balance will be how it should be: Stamina Melee should be out damaging Ranged Magic due to being closer to the boss and more vulnerable to mechanics (not having access to a shield).

    I agree, it's not a significant dps loss, but why does ZOS always nerf something rather than buff another thing to balance out the game?

    so, normallyt now zeni buffing more than nerfing...but please...some things here now are much strong and buffing other insted of nerf this one will be not good idea, someitmes better nerf only 1 thing insted of buffing all other in the game and then this can be sick.

    offtopic for example buff/;nerf, look on pvp...now all complain about havy armor etc, sustain builds, so do you prefer then to buff all other insted of small nerf to this? while buffing all other 1vs1 fight will last 10+ mins and more with only noobs fight, buff other to get more more sustain to be compare to heavy armor, then you will need miracle to just kill someone in 1vs1

    do you want balance? then need nerf and buffs together on good lvl, only buffing without nerf will never give you coveted balance, same as only nerfing
  • Dracane
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    Alcast wrote: »
    Also guys,
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    You do realize that the top DPS for vmol hardmode is a Magplar atm right? :trollface:

    Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again :dizzy:

    I am aware, that magicka Templar is overpowered :) Never argued with that.
    It's the only thing, that's more cancerous and requires even less skill than stamina builds.
    Edited by Dracane on September 20, 2016 4:07PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Dracane
    Dracane
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    susmitds wrote: »
    shrb wrote: »
    Nifty2g wrote: »
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
    Huh? Magicka should not be infront of Stamina
    It is a risk reward scenario, magicka has so much shield stacking, stamina does not

    There are a LOT of close range magicka abilities
    And medium has so much more dodging (which doesn't eat up your skill slots)

    You can go around this for ages, the thing it boils down to is:
    Heavy is for mitigration. Ok.
    Then medium and light, that are both for dps, why do they have different innate defenses?

    Which end-game vet trial has dodge-able attacks in the first place?

    All
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Hiero_Glyph
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    It's amazing how many posters can't recognize power creep. If they buffed magicka then everything would be OP. Nerfing was the correct choice in this situatuon.
  • Docmandu
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    susmitds wrote: »
    Only a very small percentage of players here have ever done anything endgame here.

    So who cares if only a very small minority is affected.
    >:)
  • susmitds
    susmitds
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    Docmandu wrote: »
    susmitds wrote: »
    Only a very small percentage of players here have ever done anything endgame here.

    So who cares if only a very small minority is affected.
    >:)

    Yet so many people here are crying to nerf this minority.
  • deadlychaos1991
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    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    Have you ever played vet maelstrom? The utility that range offers you is seriously under appreciated. Range means you can stand in one place and burn everything equally well from all directions and you're not subject to bosses aoes and possible instant spanking when tank loses aggro in a trial or dungeon.
  • RoyJade
    RoyJade
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    Have you ever played vet maelstrom? The utility that range offers you is seriously under appreciated. Range means you can stand in one place and burn everything equally well from all directions and you're not subject to bosses aoes and possible instant spanking when tank loses aggro in a trial or dungeon.

    You can't alway use melee dps on maelstrom, but my magicka characters really lack the mobility my stam chars have. I can't bash the chanelled and incanted hard hitting skill some enemies use as easily with magicka chars, since I lack stamina for sprint (who is faster on a stam char), evade (if slowed/immobilized) and finally bash. And I already do a large amount of dps just with endless hail and poison injection before slaughtering the enemy with my melee skills.
  • deadlychaos1991
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    RoyJade wrote: »
    Have you ever played vet maelstrom? The utility that range offers you is seriously under appreciated. Range means you can stand in one place and burn everything equally well from all directions and you're not subject to bosses aoes and possible instant spanking when tank loses aggro in a trial or dungeon.

    You can't alway use melee dps on maelstrom, but my magicka characters really lack the mobility my stam chars have. I can't bash the chanelled and incanted hard hitting skill some enemies use as easily with magicka chars, since I lack stamina for sprint (who is faster on a stam char), evade (if slowed/immobilized) and finally bash. And I already do a large amount of dps just with endless hail and poison injection before slaughtering the enemy with my melee skills.

    I run maelstrom a lot on both types. That being said, I'm a lot more used to playing it on my stam characters and you're right about endless hail and caltrops. However, sprinting and being slowed matters a lot less on magicka builds. Crushing shock is the same as bashing and doesn't sacrifice too much less damage.

    I found round 5 and 7 at least 3 times easier (and 0 rounds harder) on magicka builds.

    I got a score first run on my mag sorc of 330k without ever really getting used to a magicka build at all. Compared to 430k on a stam character that basically became second nature playing stam for so long. I'd say that's not that big of a difference.

    As far as dungeons go, how much does endless hail or caltrops help you against lord warden hard mode? Or the planar inhibitor? Or the second boss in vet maw running across the room? Or the warrior in vet hel ra? I'm not saying they're useless but all I'm saying is there are clear and obvious advantages and disadvantages to either build.
  • GreenSoup2HoT
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    In my opinion those weapons were not nerfed enough. They should be a niche way to deal dps not the best way.

    I have the same feeling with the vMA bow. It should be a niche way to increase AoE dps not just flat out make the ability mandatory for dps.

    Good change but wasnt enough imo.
    PS4 NA DC
  • Dracane
    Dracane
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    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    Have you ever played vet maelstrom? The utility that range offers you is seriously under appreciated. Range means you can stand in one place and burn everything equally well from all directions and you're not subject to bosses aoes and possible instant spanking when tank loses aggro in a trial or dungeon.

    I did :) I once even made it to world rank 2. But that was many updates and nerfs ago.
    Since then, I never touched it again, because I think maelstrom staves are useless.
    I can definately see the benefit of range in this arena. It means you have more consistent damage, but still less than melees can have.

    It becomes even more apparent in pvp. Where range is non existing, unless you stand on a keep wall ( oh wait, gap closer work on keep walls)
    Melee's are in your face all the time and can inflict all their deadly damage. While ranged players are stuck with their intentionally weaker ranged attacks. That's why it's time for a ranged weapon melee buff. It's just not fair right now.
    Edited by Dracane on September 20, 2016 5:14PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Ghost-Shot
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    susmitds wrote: »
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    Light armor takes only 7% extra damage. Magicka users can tank and heal far better than stamina users. Stamina users have to be in the melee range to fight. All trial and new dungeon bosses have anti-melee one shot mechanics as well anti-stacking mechanics. There is a reason why over 24 magicka damage dealers have finished vMOL hard mode, while only 2 stamina DDs in the whole world have done so.

    I've always felt that range was the best feature of my magicka DK, I mean burning embers has a 5 meter range, crazy right? I guess its only fair that the stam DK standing right next to me does 10k more dps than me.
  • RoyJade
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    I run maelstrom a lot on both types. That being said, I'm a lot more used to playing it on my stam characters and you're right about endless hail and caltrops. However, sprinting and being slowed matters a lot less on magicka builds. Crushing shock is the same as bashing and doesn't sacrifice too much less damage.

    I found round 5 and 7 at least 3 times easier (and 0 rounds harder) on magicka builds.

    I got a score first run on my mag sorc of 330k without ever really getting used to a magicka build at all. Compared to 430k on a stam character that basically became second nature playing stam for so long. I'd say that's not that big of a difference.

    As far as dungeons go, how much does endless hail or caltrops help you against lord warden hard mode? Or the planar inhibitor? Or the second boss in vet maw running across the room? Or the warrior in vet hel ra? I'm not saying they're useless but all I'm saying is there are clear and obvious advantages and disadvantages to either build.

    I'm actually at 528k on my stamsorc, I need a better stuff for a better score (or more luck, I'm often killed by lag or burst spike). Crushing shock is unusable for me because my characters aren't builded for maelstrom but for vet trials, where the 10% more damage is needed. And when I see my stamsorc doing more damage with regular rotation than my magsorc with overload, I really think loosing 10% damage on my spammable won't be a good idea.

    Warden on a stam char is not the easiest, but I can keep 19k pressure dps (I have more with my magsorc).
    I have 25k against the planar inhibitor (without warhorn/combat prayer), because moving it is useless and with this dps we only have one destruction phase. (where I keep a good dps with dots) ; my magsorc can barely reach this point.
    The second boss in vet maw don't move too much, and I can keep my dps while inside a negate. I haven't finished it yet, but I can keep a good pressure on it.
    On the warrior, I really have no problem, I am in close range nearly everytime.
    Only vMaw really ask for ranged dps (lunar cycle), and then again I know some good stamina chars and magicka close ranged players who can do it as easily than magicka distance players.
  • MaxTM
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    Alcast wrote: »
    I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again :dizzy:

    totally agreed. nerfing sucks

  • Jar_Ek
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    @Dracane No. It's not time to buff ranged magick but it is time to give magicka a dedicated melee range skill line. If ranged damage is the same or better than melee range, then why would anyone go into melee as it currently means a much greater chance of taking one or more hits.

    The risk vs reward argument may be trite, but it's also true for ESO. Melee (pve) is inherently more damgerous than ranged and hence there needs to be some advantage to it.

    However magicka should have the same option to go toe to toe for greater damage potential.
  • Dracane
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    Jar_Ek wrote: »
    @Dracane No. It's not time to buff ranged magick but it is time to give magicka a dedicated melee range skill line. If ranged damage is the same or better than melee range, then why would anyone go into melee as it currently means a much greater chance of taking one or more hits.

    The risk vs reward argument may be trite, but it's also true for ESO. Melee (pve) is inherently more damgerous than ranged and hence there needs to be some advantage to it.

    However magicka should have the same option to go toe to toe for greater damage potential.

    I rather see staves buffed already.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • SanTii.92
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    A very well deserved and rather unexpected change.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • Shader_Shibes
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    Just ZOS taking the easy route.

    59701638.jpg
    Edited by Shader_Shibes on September 20, 2016 6:11PM
  • WhiteMage
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    Well all love to be buffed and none of us like a nerf, but really. If one thing is out of line, do you move that one thing back in line, up or down? Or do you shift the entire line to fit that outlier?

    I'm not stamina so a buff would be great, but I'd actually rather not be raised to a level even higher above general content. Longer fights based on mechanics beats stack and burn any day.
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Cinbri
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    Dracane wrote: »
    Alcast wrote: »
    Also guys,
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.

    You do realize that the top DPS for vmol hardmode is a Magplar atm right? :trollface:

    Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again :dizzy:

    I am aware, that magicka Templar is overpowered :) Never argued with that.
    It's the only thing, that's more cancerous and requires even less skill than stamina builds.
    Really?! Well, at least you proved that your knowledge about templars are equal to zero.
  • Apherius
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    susmitds wrote: »
    Now, once again magicka DPS will outdo stamina DPS in trials.

    xD , they nerf of 1K only man ! don't forgot

    --> maesltrom dagger + dot with enchantement proc = 15K more dps
    now ---> maesltrom dagger + dot with enchantement proc will dot 10K more dps . this stay good . and stam stay better that magicka .
  • code65536
    code65536
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    Alcast wrote: »
    Nurf the Nurfing, more nurf inc
    Well at least now some non-maelstrom weapon setups might be able to """"compete""""

    I rather hoped they buffed some magicka stuff instead of nurfing

    In this case, a nerf was warranted. First, this isn't stam vs mag. This is also vMA stam vs other stam builds. Something this OP stifles build diversity.

    Second, if they were to buff everything else to this level of power, that would be far too much power creep, and there is already too much of that.

    A nerf was the right move.
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  • Apherius
    Apherius
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    Nifty2g wrote: »
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
    Huh? Magicka should not be infront of Stamina
    It is a risk reward scenario, magicka has so much shield stacking, stamina does not

    LOL man , stop please ... magicka has so much shield stacking ... " PVE " , NOBODY use shield in trial or in dungeon !! they are useless and you lost a spot for dps !
  • Oompuh
    Oompuh
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    Apherius wrote: »
    Nifty2g wrote: »
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
    Huh? Magicka should not be infront of Stamina
    It is a risk reward scenario, magicka has so much shield stacking, stamina does not

    LOL man , stop please ... magicka has so much shield stacking ... " PVE " , NOBODY use shield in trial or in dungeon !! they are useless and you lost a spot for dps !

    Nobody uses shields ever? That's a gross overexxageration. A lot of people use harness. Helps with sustain and if youre dead, that's a dps loss.
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  • Foxic
    Foxic
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    Apherius wrote: »
    Nifty2g wrote: »
    Dracane wrote: »
    Darkdex wrote: »
    They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.

    Not very happy bout this, but it's ok, because it will enable more build variety.

    So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?

    In my opinion, magicka should always deal more damage, provided they are wearing light armor.
    Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
    Huh? Magicka should not be infront of Stamina
    It is a risk reward scenario, magicka has so much shield stacking, stamina does not

    LOL man , stop please ... magicka has so much shield stacking ... " PVE " , NOBODY use shield in trial or in dungeon !! they are useless and you lost a spot for dps !

    In maw hardmode shields are required. Even stam builds run bone shield for it
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