TheRealSniker wrote: »@Pieratsos
Damn dude, you really got me there with the literal comparison of lore to ESO PvP, you almost forgot that I mentioned the actual feel that has ties to the Lore and not the actual bit of gameplay we had in Skyrim. *Clap*
Since Elder Scrolls game were always heavily tied to the Lore and made a perfect example of how to make a "book"(Please dont take it literally again) into a Game, it loses its identity bit by bit with every major change which is sad.
The bit you marked in Bold you also took out of context cause youre too stupid to actually understand what I mean. Zenimax removed the few builds that worked in the unique Playstyle called "Ganking" and made us heavily rely on the Cheese Mechanic that are Procs.
Armor Pen builds and Full Wep Dmg builds did well in Ganks because they scaled well with the Critical Damage which was already very heavily countered thanks to Impen, they removed the mechanic that made it work.
As I mentioned about 10 times by now, I didnt cheese out with Procs, but now I have to cause thats the only more or less reliable source of Damage and I hate it.
Go on and ask around people who are better than you if they had been killed by StamBlades who do not use Procs after the Patch, bet cant find one can ya?
The whole post is about a very bad decision Zenimax made and not how "Ughhh Wughhh NB damage was OP!!!!111!!111! and now it isnt *sadface*".
There are tons of different ways we could get nerfed and still be happy yet they decided to do it the worst way possible, to not give a *** about the actual broken stuff but rather nerf an already weak mechanic.
GreenSoup2HoT wrote: »I can gank a 29k hp mag dk with spiked armor and "1 shot" him with the correct combo. Its a L2Gank thing now. Clever Alchemist is required. So are proc sets since they deal high none crit based burst.
However i agree that the change was not nessesary. Players has the option to slot magelight and mitigate ganks but did not. How is that the gankers fault?
Because the idea of forcing every single player in the game to slot one ability to avoid a potential death that has absolutely nothing to do with the player skill but free dmg being given to the ganker instead, is stupid to say the least.
They got rid of the extra dmg and nerfed magelight. Makes sense, no?
GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »I can gank a 29k hp mag dk with spiked armor and "1 shot" him with the correct combo. Its a L2Gank thing now. Clever Alchemist is required. So are proc sets since they deal high none crit based burst.
However i agree that the change was not nessesary. Players has the option to slot magelight and mitigate ganks but did not. How is that the gankers fault?
Because the idea of forcing every single player in the game to slot one ability to avoid a potential death that has absolutely nothing to do with the player skill but free dmg being given to the ganker instead, is stupid to say the least.
They got rid of the extra dmg and nerfed magelight. Makes sense, no?
So instead of nerfing sorc shields or shields in general were given shield breaker instead of nerfing them? Logic right?
Im fine with the changes but it is odd. There were some specific gank builds that needed adjustments which were fixed after the bandaid fix of removing all stealth crit damage. Just it makes ganking very hard to do without being either proc oriented or combo oriented.
It also makes ganking a lot more player specific. Solo ganking is a lot harder. I have a gank buddy though so im fine. He just tosses a flying blade my way when i engage and i do the same for him. No joke flying blade is making a come back for duo ganking.
@GreenSoup2HoT @TheRealSnikerGreenSoup2HoT wrote: »The_Outsider wrote: »TheRealSniker wrote: »Merlin13KAGL wrote: »Which means you're still getting a minimum 150% normal damage before mitigation vs the 175% you were getting before, all while being completely undetected.
I say again, what do you have to complain about...
it was 200% from sneak + 30% lost from Heavy attacks, our appareantly OP mechanic "guaranteed crit" feels useless with the amount of impen every player is running.
I don't think it was 200% damage. That may be the value against mobs, but I believe it has always been lower on players. Looking for more information now.
Ive been asking for zos to give us the numbers every patch. Nothing. Even when they removed it they did not specifiy what they removed.
Dear OP, a word from Sorc to NB: If you want a 1-shotting assassine, I want to play a mage who has powerful shields or other magical wards that last sufficiently long enough that I do not have to care about any dagger wielding sneaky beggar. Since this is my picture of a sorcerer. ;-)
Unfortunately we are playing an MMO and can not enter god-mode. You can't 1 shot players and I can't shield myself for eternity. So lets stay realistic and use our abilities to the best.
https://youtu.be/wtwSDDzKnHYAnd you're wondering why it was nerfed?TheRealSniker wrote: »Gankblades could never Face to Face any good players nor prepared Players.
What i mean is that just playing a stamina nb i meta. Bone pirate, shackel and vma weapon or the set that gives you regen when not moving in stealth are all super strong.
Stamina nb are 50% of all players in bg's. They do not need to play as warriors at all you have shade and cloak plus all the stamina survival skills.
Ganking is the most cancerous aspect of PVP.
Stamblade is the meta. Even non proc stamblades are stronger than all other classes if in the right hands.
And I'll repeat: Ganking is the most cancerous aspect of PVP.
TheRealSniker wrote: »The_Outsider wrote: »I have no issue with players being able to kill other players extremely fast just like I have no issue with players being able to tank entire zergs. It's what they were built to do. Both are unable to do other things and have serious drawbacks to achieve those goals.
@TheRealSniker I think the idea behind the stealth damage nerf was to give players the chance to react to your damage. "1 shots" are still possible after the update, just a bit harder. If anything, you may just have to commit to your kills a bit more now such as Gap Close and Execute to finish the kill whereas before you would have already Cloaked and ran away.
Related: I believe Radiant Magelight also lost is Stealth Damage reduction and retained only the prevention of the stun. So you should actually be hitting targets who run that skill with the same amount of damage as before.
Problem is that most builds who are not built to one shot can just roll out, heal or just shield up and be completely invincible to anything we do after since we are not built to Face to Face somebody. Which leaves us only with one Option, building sustain and becoming a Warrior or run Proc Sets and become a ProcTard.
This is not a change that would give people a Chance, it is an annihilation to the Playstyle since almost every other build is running insane survive abilities that can be cast in milliseconds.
Which makes the point all the more valid.TheRealSniker wrote: »Merlin13KAGL wrote: »Which means you're still getting a minimum 150% normal damage before mitigation vs the 175% you were getting before, all while being completely undetected.
I say again, what do you have to complain about...
it was 200% from sneak + 30% lost from Heavy attacks, our appareantly OP mechanic "guaranteed crit" feels useless with the amount of impen every player is running.
I don´t think stalking for minutes while waiting for the opportunity to oneshot a target (how squishy or not they may be) has a place in a mmo type of game.It´s mutually exclusive fun for the executioner.
Combos that can oneshot a player should always be telegraphed to allow for counterplay.
I don´t think permanent stealth should exist without drawbacks at all - like it does in eso.