you dont think 10k proc is too much? how much more insta derp damage do you want to give stamina people?
Edit: I do agree though, they do need to not make things so stupid high in numbers and then later adjust. They need to be reasonable with what they create. Not create then forget about it until it breaks things and then they blow it up with the nerf nuke lol
You mean they came up with a value during creation and internal testing and after gaining more data from useage from test users then normalizing the set.
Yeah that reeks if we don't know what the *** were doing.
Wrecking_Blow_Spam wrote: »Yea that is a big nerf considering veil tooltip is something like 13k I think and yet it only hits for about 3-5k in cyro. So I doubt that one would be too strong, I think ppl was more hoping it would help out stamina PVE DPS.
stevepdodson_ESO888 wrote: »Wrecking_Blow_Spam wrote: »Yea that is a big nerf considering veil tooltip is something like 13k I think and yet it only hits for about 3-5k in cyro. So I doubt that one would be too strong, I think ppl was more hoping it would help out stamina PVE DPS.
this is the point...it was meant as a helping hand to those few remaining PvE stam users...but has been abused in Battlegrounds during PTS
for example, a simple solution is to make it do damage to NPC's and not players (as they have sets that only affect players this is obviously something they can implement) and the create another new set that is suitable in PvP
Nemesis7884 wrote: »You mean they came up with a value during creation and internal testing and after gaining more data from useage from test users then normalizing the set.
Yeah that reeks if we don't know what the *** were doing.
sure if youre adapting things 10% here 10% there...if you have to double or half stuff doesn't really raise my confidence in you knowing what youre doing
stevepdodson_ESO888 wrote: »Wrecking_Blow_Spam wrote: »Yea that is a big nerf considering veil tooltip is something like 13k I think and yet it only hits for about 3-5k in cyro. So I doubt that one would be too strong, I think ppl was more hoping it would help out stamina PVE DPS.
this is the point...it was meant as a helping hand to those few remaining PvE stam users...but has been abused in Battlegrounds during PTS
for example, a simple solution is to make it do damage to NPC's and not players (as they have sets that only affect players this is obviously something they can implement) and the create another new set that is suitable in PvP
so basically your solution for pve stam user is to give them proc set that do damage instead of user actually doing damage, interresting, ZOS are so bad they may consider hiring you who knows
TheStealthDude wrote: »It's like people don't even understand the point of public TESTING. It's specifically to find issues like these on a wider scale than can be achieved with the limited resources available internally.
You are complaining that they put something out for testing and found that they needed to change it, while it is still in TESTING.
Really don't understand why this would upset someone.
GrumpyDuckling wrote: »TheStealthDude wrote: »It's like people don't even understand the point of public TESTING. It's specifically to find issues like these on a wider scale than can be achieved with the limited resources available internally.
You are complaining that they put something out for testing and found that they needed to change it, while it is still in TESTING.
Really don't understand why this would upset someone.
The point that I believe the OP is making is that ZOS didn't give thought about how the set fits into the game and slapped a random number on it.
Think about it. They know what the damage numbers and cooldowns are on the other proc sets, yet they still needed to "test" the new set to see how it fit in with other sets?
Please.
TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »It's like people don't even understand the point of public TESTING. It's specifically to find issues like these on a wider scale than can be achieved with the limited resources available internally.
You are complaining that they put something out for testing and found that they needed to change it, while it is still in TESTING.
Really don't understand why this would upset someone.
The point that I believe the OP is making is that ZOS didn't give thought about how the set fits into the game and slapped a random number on it.
Think about it. They know what the damage numbers and cooldowns are on the other proc sets, yet they still needed to "test" the new set to see how it fit in with other sets?
Please.
That would be a valid point if this set was the same type of proc as other sets, but it's not. The proc is a % chance based on crit damage, meaning it has to go through 2 layers of RNG. They don't have any other burst damage proc sets that operate that way to compare it against. So because of that, it should be entirely reasonable that a new set like this needs to be tested.
But even if that wasn't the case, it's still entirely pathetic to be complaining about balance changes being made during a testing period.
GrumpyDuckling wrote: »TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »It's like people don't even understand the point of public TESTING. It's specifically to find issues like these on a wider scale than can be achieved with the limited resources available internally.
You are complaining that they put something out for testing and found that they needed to change it, while it is still in TESTING.
Really don't understand why this would upset someone.
The point that I believe the OP is making is that ZOS didn't give thought about how the set fits into the game and slapped a random number on it.
Think about it. They know what the damage numbers and cooldowns are on the other proc sets, yet they still needed to "test" the new set to see how it fit in with other sets?
Please.
That would be a valid point if this set was the same type of proc as other sets, but it's not. The proc is a % chance based on crit damage, meaning it has to go through 2 layers of RNG. They don't have any other burst damage proc sets that operate that way to compare it against. So because of that, it should be entirely reasonable that a new set like this needs to be tested.
But even if that wasn't the case, it's still entirely pathetic to be complaining about balance changes being made during a testing period.
I see what you're going for, but I still disagree because Red Mountain is pretty similar, so I'm surprised that wasn't used as the standard.
http://elderscrollsonline.wiki.fextralife.com/Shadow+of+the+Red+Mountain+Set
Red Mountain is 10% proc chance from only weapon skills, meaning you are severely limited in your options of making it proc for ~8400 damage.
Infector is 8% chance on ANY crit (most damage builds have >50% crit chance), from ANY skill (not just weapon, like Red Mountain), can hit MORE than one enemy (Red Mountain targets just one) AND has a 5 second stun (Red Mountain doesn't have a CC component).
Despite all the perks that Infector has over Red Mountain, ZOS still initially put Infector into PTS with more damage than Red Mountain... that's... I just... how?
And you cry like a little girl everywhere you're seen. So I guess that makes you guys even?
TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »It's like people don't even understand the point of public TESTING. It's specifically to find issues like these on a wider scale than can be achieved with the limited resources available internally.
You are complaining that they put something out for testing and found that they needed to change it, while it is still in TESTING.
Really don't understand why this would upset someone.
The point that I believe the OP is making is that ZOS didn't give thought about how the set fits into the game and slapped a random number on it.
Think about it. They know what the damage numbers and cooldowns are on the other proc sets, yet they still needed to "test" the new set to see how it fit in with other sets?
Please.
That would be a valid point if this set was the same type of proc as other sets, but it's not. The proc is a % chance based on crit damage, meaning it has to go through 2 layers of RNG. They don't have any other burst damage proc sets that operate that way to compare it against. So because of that, it should be entirely reasonable that a new set like this needs to be tested.
But even if that wasn't the case, it's still entirely pathetic to be complaining about balance changes being made during a testing period.
I see what you're going for, but I still disagree because Red Mountain is pretty similar, so I'm surprised that wasn't used as the standard.
http://elderscrollsonline.wiki.fextralife.com/Shadow+of+the+Red+Mountain+Set
Red Mountain is 10% proc chance from only weapon skills, meaning you are severely limited in your options of making it proc for ~8400 damage.
Infector is 8% chance on ANY crit (most damage builds have >50% crit chance), from ANY skill (not just weapon, like Red Mountain), can hit MORE than one enemy (Red Mountain targets just one) AND has a 5 second stun (Red Mountain doesn't have a CC component).
Despite all the perks that Infector has over Red Mountain, ZOS still initially put Infector into PTS with more damage than Red Mountain... that's... I just... how?
You ignore the cooldown on both sets. Defiler has a 5 second cooldowns, compared to 2 seconds for Red Mountain. When you look at it that way, RM provides more DPS even if procced only every 4 seconds. If you can keep it up better than that, you out damage defiler. That's not too hard to do when you combine Poison arrow, volley, twin slashes and flurry.
Can you see why this comparison is flawed and why the original values didn't seem so outlandish in theory?