NightbladeMechanics wrote: »Want to wear heavy armor with <30% crit chance, yet chain BoL crits back to back or achieve 80%+ crit chance across a long fight on your 75k health trollplar or mDK?
Ever notice the crit rates on Blazing Shield tanks, or those nearly unkillable BoL magplar tanks (you know the ones)?
Run snb and fight against magicka classes (i.e. any zerg). One magplar jabbing you is enough to proc this passive back to back for 100% crit chance on every global cooldown, as this video shows:
https://www.youtube.com/watch?v=8aJhgf8WY981
Thanks to my man @usmcjdking for noticing this overperforming passive, doing the testing legwork to isolate it, and putting together this quick video illustrating it in action for you guys. I merely pushed him to make the video after listening to him complain about it for a week so that we can get this issue some visibility.
10 point CP passive in the Apprentice star. Check it out.
I suggest an internal cooldown of at least 5 seconds in order to space out these procs. 5 seconds still feels rather short to me, though, because one proc would be present in every consecutive combo. Combos generally come every 5-7 seconds depending on the class. Thoughts?
HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
HOW? How is it unknowingly "taking advantage" of it? It's literally verbatim what the tooltip says, I don't think the tooltip could have been any more clear! "YOUR NEXT SPELL WILL BE A CRITICAL HIT". I don't understand how you can act like this is somehow a new discovery?HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
I don't think anyone has been "exploiting" this, per se, as much as unknowingly taking advantage of it. I was unable to look at this (or frankly most any CP passive) from anything but a PvE perspective as a DD/healer so I wrote it off as useless like most other CP passives. All this shows us is those builds that we thought were broken OP, ARE broken OP. There's nothing to punish, just fix.
IMO, removing CP would be a great first step, buuuuuuut...
I don't get what you mean by "if", it literally says "will be a critical", there isn't any room for ambiguity there.HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Because only us masochists keep rolling magicka in a stam meta. Raise your hand if you ever thought " hey maybe this magicka passive will make me better than Stam builds?!".
Should be changed if it's granting 100% crit. Unchained shouldn't have taken that long to fix either. And that was worse since most of cyro were Stam builds during those two years using the office .
Hey thanks for assuming that people can't read the tooltip that is literally starring them in the face and realize "gee, guaranteed crit is good".usmcjdking wrote: »HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Hey thanks for pointing this out in a previous thread somewhere on the forums to help bring attention to a mechanic that very easily negates an important factor in PVP builds.
Glad you have the due diligence to bring issues like this to light!
HoloYoitsu wrote: »While we're on this, if you remember 1.6 when we still had stam regen on block, this passive was much weaker because everyone was blocking all the time - and you can't crit against block, so it pretty much only impacted Templar healing.
usmcjdking wrote: »HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Hey thanks for pointing this out in a previous thread somewhere on the forums to help bring attention to a mechanic that very easily negates an important factor in PVP builds.
Glad you have the due diligence to bring issues like this to light!
When was that changed, initial design was you could not crit if they blocked the ability, last change I remember was dots and ground based aoe being made unblockable, so they can crit a "blocking" target, also dmg against block can still register as crit dmg in order to proc effects that are based off crits (like crit surge), but they didn't actually do crit dmg.HoloYoitsu wrote: »While we're on this, if you remember 1.6 when we still had stam regen on block, this passive was much weaker because everyone was blocking all the time - and you can't crit against block, so it pretty much only impacted Templar healing.
You can crit on blocking targets.
HoloYoitsu wrote: »When was that changed, initial design was you could not crit if they blocked the ability, last change I remember was dots and ground based aoe being made unblockable, so they can crit a "blocking" target, also dmg against block can still register as crit dmg in order to proc effects that are based off crits (like crit surge), but they didn't actually do crit dmg.HoloYoitsu wrote: »While we're on this, if you remember 1.6 when we still had stam regen on block, this passive was much weaker because everyone was blocking all the time - and you can't crit against block, so it pretty much only impacted Templar healing.
You can crit on blocking targets.
LMAO!usmcjdking wrote: »HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Hey thanks for pointing this out in a previous thread somewhere on the forums to help bring attention to a mechanic that very easily negates an important factor in PVP builds.
Glad you have the due diligence to bring issues like this to light!
Exactly. Now HoloYoits build will get the nerf, as it should. Just more broken game mechanics being taken advantage of by the wonderful ESO community and this generation of gamers.
Kudos to you USMCJDKING to bring this to light on the forums. Hopefully ZoS makes a change.
Interesting, tho I do think I specifically remember the change in regards to things that couldn't crit being made to be able to register as a crit in order to proc crit surge heals.HoloYoitsu wrote: »When was that changed, initial design was you could not crit if they blocked the ability, last change I remember was dots and ground based aoe being made unblockable, so they can crit a "blocking" target, also dmg against block can still register as crit dmg in order to proc effects that are based off crits (like crit surge), but they didn't actually do crit dmg.HoloYoitsu wrote: »While we're on this, if you remember 1.6 when we still had stam regen on block, this passive was much weaker because everyone was blocking all the time - and you can't crit against block, so it pretty much only impacted Templar healing.
You can crit on blocking targets.
No idea when it was changed or if it was even ever the case that you couldn't crit, honestly.
It won't register as a crit on the UI headsup, because the floating text prioritizes the "blocked" indicator (using in-game combat text btw)but the modified damage from being a crit is there. Talking about direct damage ability of course.
I think some people are going a bit over-the-top with "exploiting" and "taking advantage" etc.
It's not like you can stop yourself from proccing said passive - wtf, that doesn't mean that people are intentionally exploiting.
"Oh yeah - I'm gonna make this super secret Mag exploity build that no-one would ever try with 10 sneaky points into Apprentice - like, no one who plays Magicka puts points into that tree, ever."
Guys, when you call something like this an exploit, it puts the blame onto the players, not the devs. Devs came up with the term exploit to redirect anger over bugs to the players, instead of themselves. Game developers(not only ZOS) need to get rid of the attitude of "we don't need to fix it, we'll just punish people for using it". Whenever you call something an exploit or another player an exploiter, you are encouraging that attitude. Please, stop doing this.
NightbladeMechanics wrote: »Guys, when you call something like this an exploit, it puts the blame onto the players, not the devs. Devs came up with the term exploit to redirect anger over bugs to the players, instead of themselves. Game developers(not only ZOS) need to get rid of the attitude of "we don't need to fix it, we'll just punish people for using it". Whenever you call something an exploit or another player an exploiter, you are encouraging that attitude. Please, stop doing this.
100% blaming players is as sideways as 100% blaming devs.
An exploit is a bug, unintended by the devs, which some people learn about and intentionally use to gain an advantage over others. Bugs happen because devs aren't perfect. Bugs need to be fixed, and players who exploit them should be warned or banned.
But this is an overperforming passive which every magicka class has unlocked. That's a very different thing. This passive just needs to be balanced.
NightbladeMechanics wrote: »Guys, when you call something like this an exploit, it puts the blame onto the players, not the devs. Devs came up with the term exploit to redirect anger over bugs to the players, instead of themselves. Game developers(not only ZOS) need to get rid of the attitude of "we don't need to fix it, we'll just punish people for using it". Whenever you call something an exploit or another player an exploiter, you are encouraging that attitude. Please, stop doing this.
100% blaming players is as sideways as 100% blaming devs.
An exploit is a bug, unintended by the devs, which some people learn about and intentionally use to gain an advantage over others. Bugs happen because devs aren't perfect. Bugs need to be fixed, and players who exploit them should be warned or banned.
But this is an overperforming passive which every magicka class has unlocked. That's a very different thing. This passive just needs to be balanced.
OR they could just try to adress permablock (again) and it would balance itself?
LeifErickson wrote: »I think some people are going a bit over-the-top with "exploiting" and "taking advantage" etc.
It's not like you can stop yourself from proccing said passive - wtf, that doesn't mean that people are intentionally exploiting.
"Oh yeah - I'm gonna make this super secret Mag exploity build that no-one would ever try with 10 sneaky points into Apprentice - like, no one who plays Magicka puts points into that tree, ever."
Um where did you get that message? I sent that to a friend a couple weeks ago in confidence.
HoloYoitsu wrote: »HOW? How is it unknowingly "taking advantage" of it? It's literally verbatim what the tooltip says, I don't think the tooltip could have been any more clear! "YOUR NEXT SPELL WILL BE A CRITICAL HIT". I don't understand how you can act like this is somehow a new discovery?HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
I don't think anyone has been "exploiting" this, per se, as much as unknowingly taking advantage of it. I was unable to look at this (or frankly most any CP passive) from anything but a PvE perspective as a DD/healer so I wrote it off as useless like most other CP passives. All this shows us is those builds that we thought were broken OP, ARE broken OP. There's nothing to punish, just fix.
IMO, removing CP would be a great first step, buuuuuuut...I don't get what you mean by "if", it literally says "will be a critical", there isn't any room for ambiguity there.HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Because only us masochists keep rolling magicka in a stam meta. Raise your hand if you ever thought " hey maybe this magicka passive will make me better than Stam builds?!".
Should be changed if it's granting 100% crit. Unchained shouldn't have taken that long to fix either. And that was worse since most of cyro were Stam builds during those two years using the office .Hey thanks for assuming that people can't read the tooltip that is literally starring them in the face and realize "gee, guaranteed crit is good".usmcjdking wrote: »HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Hey thanks for pointing this out in a previous thread somewhere on the forums to help bring attention to a mechanic that very easily negates an important factor in PVP builds.
Glad you have the due diligence to bring issues like this to light!
While we're on this, if you remember 1.6 when we still had stam regen on block, this passive was much weaker because everyone was blocking all the time - and you can't crit against block, so it pretty much only impacted Templar healing.
And if we're gona talk about due diligence: https://forums.elderscrollsonline.com/en/discussion/152103/unchained-why-stam-builds-become-completely-broken-w-360-cp
I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
LeifErickson wrote: »NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
I mean it's the same thing with shuffle. Shuffle in a 1v1 is obviously very strong, but nerfing it because it's op in 1v1s means it's no longer as good of a tool for fighting outnumbered. Shuffle is one of the few mechanics in this game that gets stronger the more outnumbered you fight.
While yes this passive can proc in a 1v1, I don't really think that this passive needs to be nerfed for 1v1 scenarios. However, outnumbered this passive is fantastic and should we be nerfing things in this game that are stronger when outnumbered?
LeifErickson wrote: »NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
I mean it's the same thing with shuffle. Shuffle in a 1v1 is obviously very strong, but nerfing it because it's op in 1v1s means it's no longer as good of a tool for fighting outnumbered. Shuffle is one of the few mechanics in this game that gets stronger the more outnumbered you fight.
While yes this passive can proc in a 1v1, I don't really think that this passive needs to be nerfed for 1v1 scenarios. However, outnumbered this passive is fantastic and should we be nerfing things in this game that are stronger when outnumbered?