xiZeroPointix wrote: »Its simple guys. They are making it to where we get 80 to 100% uptime with the infused trait. Making maelstrom weapons enchantable while retaining the special properties. Along with the ability to make a trash staff or weapon any trait we want with the transmutation system. If you farmed a maelstrom staff that has the wall of elements enchant and dont use it for pvp..you should've farmed the master staff for the destructive reach enchant. Even if you dont get the staff that you want..you can make it whatever you want it to be. We all want the most damage and the bis gear. I am not against anyone on the post including the OP. You can decon your malstrom weapons if you want. I will keep mine and make it even more bad***. 80% uptime on an infused staff with over 400 spell damage i will take anyday over a constant 180 something piece of crap enchant. Good Day
xiZeroPointix wrote: »xiZeroPointix wrote: »I understand that aspect...everyone does..they took away the stock weapon damage enchant..yes that sucks..we can just put it back in like any other weapon. If they wanted flat stat bonus they shouldve just crafted an infused dagger with a weapon damage enchant..The point a maelstrom weapon is to boost your class spammable skill damage not weapon damage..that was just a perk. Either way your not losing anything.
yeah you are. you're losing Maelstrom weapons as an actual viable choice for any form of competitive play, be it PvE or PvP. the change may seem small but it puts these weapons at the bottom of the barrel.
What are you talking about? Did you not read anything i just posted? Or the patch notes? You lose 180 something spell damage...PUT A WEAPON DAMAGE ENCHANT BACK ON IT!!!!!! You arent losing anything!!! You actually gain..if all you wanted was weapon damage why would you waste your time farming maelstrom? Maelstrom weapons are special because they boost SKILL damage. Besides like I said 3 times before you can enchant the weapon with a WEAPON DAMAGE GLYPH to retain the stats your looking for as well as keeping the original special enchant. All they did was give more variety as far as enchant customization.
Do you know how much is weapon damage enchant? 348 damage for 5 seconds after light attack. With 5sec of nothing after it (you can pretend it is 174 damage overall).
VMA enchant is 189 all the time. Without activation. Even with poisons.
Sure, go argue how the change is good/bad overall but stop pushing to people with your ideas without having clue why they were used. People unable to think about this are starting to annoy me more than the change.
xiZeroPointix wrote: »Its simple guys. They are making it to where we get 80 to 100% uptime with the infused trait. Making maelstrom weapons enchantable while retaining the special properties. Along with the ability to make a trash staff or weapon any trait we want with the transmutation system. If you farmed a maelstrom staff that has the wall of elements enchant and dont use it for pvp..you should've farmed the master staff for the destructive reach enchant. Even if you dont get the staff that you want..you can make it whatever you want it to be. We all want the most damage and the bis gear. I am not against anyone on the post including the OP. You can decon your malstrom weapons if you want. I will keep mine and make it even more bad***. 80% uptime on an infused staff with over 400 spell damage i will take anyday over a constant 180 something piece of crap enchant. Good Day
you just don't get it man. even if you do use those skills and you are primarily a PvE player, if these changes go live you are better off ditching your maelstrom weapon for a second 5 pc set, this is not a matter of opinion it's a matter of fact. running a maelstrom weapon will hinder your overall effectiveness regardless of content they will be obsolete.
xiZeroPointix wrote: »Apologies not necessary
xiZeroPointix wrote: »Apologies not necessary
do you get that they are talking about PvP and not PvE?
sharpened is still top dog on account of how many people run around in full heavy armour
do you also get that making a new post for every sentance is bad forum ettiquette?
do you also understand that by failing to understand the very basic issue that is being discussed on this thread you are making your self look more that a little silly?
appology necessary!
xiZeroPointix wrote: »Its simple guys. They are making it to where we get 80 to 100% uptime with the infused trait. Making maelstrom weapons enchantable while retaining the special properties. Along with the ability to make a trash staff or weapon any trait we want with the transmutation system. If you farmed a maelstrom staff that has the wall of elements enchant and dont use it for pvp..you should've farmed the master staff for the destructive reach enchant. Even if you dont get the staff that you want..you can make it whatever you want it to be. We all want the most damage and the bis gear. I am not against anyone on the post including the OP. You can decon your malstrom weapons if you want. I will keep mine and make it even more bad***. 80% uptime on an infused staff with over 400 spell damage i will take anyday over a constant 180 something piece of crap enchant. Good Day
xiZeroPointix wrote: »xiZeroPointix wrote: »xiZeroPointix wrote: »I understand that aspect...everyone does..they took away the stock weapon damage enchant..yes that sucks..we can just put it back in like any other weapon. If they wanted flat stat bonus they shouldve just crafted an infused dagger with a weapon damage enchant..The point a maelstrom weapon is to boost your class spammable skill damage not weapon damage..that was just a perk. Either way your not losing anything.
yeah you are. you're losing Maelstrom weapons as an actual viable choice for any form of competitive play, be it PvE or PvP. the change may seem small but it puts these weapons at the bottom of the barrel.
What are you talking about? Did you not read anything i just posted? Or the patch notes? You lose 180 something spell damage...PUT A WEAPON DAMAGE ENCHANT BACK ON IT!!!!!! You arent losing anything!!! You actually gain..if all you wanted was weapon damage why would you waste your time farming maelstrom? Maelstrom weapons are special because they boost SKILL damage. Besides like I said 3 times before you can enchant the weapon with a WEAPON DAMAGE GLYPH to retain the stats your looking for as well as keeping the original special enchant. All they did was give more variety as far as enchant customization.
Do you know how much is weapon damage enchant? 348 damage for 5 seconds after light attack. With 5sec of nothing after it (you can pretend it is 174 damage overall).
VMA enchant is 189 all the time. Without activation. Even with poisons.
Sure, go argue how the change is good/bad overall but stop pushing to people with your ideas without having clue why they were used. People unable to think about this are starting to annoy me more than the change.
These are not ideas. They come from the actual pts notes and the people currently testing the changes on youtube.
xiZeroPointix wrote: »Apologies not necessary
do you get that they are talking about PvP and not PvE?
sharpened is still top dog on account of how many people run around in full heavy armour
do you also get that making a new post for every sentance is bad forum ettiquette?
do you also understand that by failing to understand the very basic issue that is being discussed on this thread you are making your self look more that a little silly?
appology necessary!
Actually based on my testing with two Julianos Lightning Staves, a nirnhorned and a sharpened, against a 5h-2m S&B NB buffed with Major Ward and Major Protection...the nirnhorned staff did marginally more damage on the light attacks.
Anyhow I thought the vMSA dropped nirnhorned weapons these days, does it not?
xiZeroPointix wrote: »You can now have a nirnhoned maelstrom weapon guys........
xiZeroPointix wrote: »You can now have a nirnhoned maelstrom weapon guys........
xiZeroPointix wrote: »You can now have a nirnhoned maelstrom weapon guys........
more then this... They removed this spelldamage/weapondamage, but the other effect will be a 1piece setbonus AND you are able to slot a spell-/weapondamageenchant! On an infused weapon, this will maybe give more spell-/weapondamage then before. Together with that the main effect is stronger on all of these weapons. They will be stronger then before!
Nirnhoned is also optional!
xiZeroPointix wrote: »You can now have a nirnhoned maelstrom weapon guys........
more then this... They removed this spelldamage/weapondamage, but the other effect will be a 1piece setbonus AND you are able to slot a spell-/weapondamageenchant! On an infused weapon, this will maybe give more spell-/weapondamage then before. Together with that the main effect is stronger on all of these weapons. They will be stronger then before!
Nirnhoned is also optional!
They drop in Nirnhoned straight from vMSA btw. Transmute changes nothing.
Personally, I think this change hurts build diversity, especially in PvP. I liked having to decide between running a vmsa weapon for more damage or a monster pc for a wider range of stats if I could not fit a full monster set into my build.
Also, majority of people who did run vmsa weapons in pvp would use poisons on front bar and berserker enchant on back bar, so dps wise, this is a nerf.
Somebody suggested having the base enchant be the stat bonus and have it work the same way it does now (so basically only the skill modifier becomes a set bonus). That way you can choose to play the old way or opt for a enchantment.
@xiZeroPointix Nobody in PvP really uses vmsa weapons for the skill modifiers btw. Maybe some niche builds, but like i mentioned earlier, most will run a poison. The fact that the vmsa weapons were "versatile" in this sense was part of what made them so cool imo. vmsa weapons stood out because of this property. I was farming vmsa (twice a day) before the patch notes. Now I don't see the point. I may as well run a non-set weapon because, as a PvP main, most of the vmsa modifiers aren't useful in PvP. Only the 2h has any use and I still usually opt for a poison instead. The first time I beat vmsa I got a sharp 2h battle axe which was perfect for my stamsorc. I am very attached to that weapon. After this update, its only value towards any of my setups will be purely nostalgic.
Unless they buff the Maelstrom modifiers, their use will be close to non-existent
@DRXHarbinger
I'm not salty. I actually enjoy running vMA. I just think it's a change that shafts PvP for no reason whatsoever. It's just a complete lack of consideration.
Imagine you're a PvE completionist that decided to grind for the Emperor title. After 14 days of no sleep 24/7 Cyrodiil you finally get it. Then ZOS says "hey guys, we just decided to remove the emperor title from the game and replace it with "I've been to Cyrodiil quite often". How would you feel?
@DRXHarbinger
I'm not salty. I actually enjoy running vMA. I just think it's a change that shafts PvP for no reason whatsoever. It's just a complete lack of consideration.
Imagine you're a PvE completionist that decided to grind for the Emperor title. After 14 days of no sleep 24/7 Cyrodiil you finally get it. Then ZOS says "hey guys, we just decided to remove the emperor title from the game and replace it with "I've been to Cyrodiil quite often". How would you feel?
xiZeroPointix wrote: »Apologies not necessary
do you get that they are talking about PvP and not PvE?
sharpened is still top dog on account of how many people run around in full heavy armour
do you also get that making a new post for every sentance is bad forum ettiquette?
do you also understand that by failing to understand the very basic issue that is being discussed on this thread you are making your self look more that a little silly?
appology necessary!
Actually based on my testing with two Julianos Lightning Staves, a nirnhorned and a sharpened, against a 5h-2m S&B NB buffed with Major Ward and Major Protection...the nirnhorned staff did marginally more damage on the light attacks.
Anyhow I thought the vMSA dropped nirnhorned weapons these days, does it not?
vMA has always dropped nirn
you tested light attacks against your friend using 5 heavy & 2 medium, and nirn out performend sharpened... ok thnx, good to know.
i was actually trying to explain why the 2 billion posts about the infused trait were irrelevent in this discussion, but sure thnx 4 letting me know that nirn outperforms sharpened on a shield breaker set-up!
xiZeroPointix wrote: »Apologies not necessary
do you get that they are talking about PvP and not PvE?
sharpened is still top dog on account of how many people run around in full heavy armour
do you also get that making a new post for every sentance is bad forum ettiquette?
do you also understand that by failing to understand the very basic issue that is being discussed on this thread you are making your self look more that a little silly?
appology necessary!
Actually based on my testing with two Julianos Lightning Staves, a nirnhorned and a sharpened, against a 5h-2m S&B NB buffed with Major Ward and Major Protection...the nirnhorned staff did marginally more damage on the light attacks.
Anyhow I thought the vMSA dropped nirnhorned weapons these days, does it not?
vMA has always dropped nirn
you tested light attacks against your friend using 5 heavy & 2 medium, and nirn out performend sharpened... ok thnx, good to know.
i was actually trying to explain why the 2 billion posts about the infused trait were irrelevent in this discussion, but sure thnx 4 letting me know that nirn outperforms sharpened on a shield breaker set-up!
vMA did not always drop nirn, you are flat out wrong. When it first came out the best trait was Sharpened and there were many threads on this forum questioning why the vMA is not drop the BiS trait. With counter threads saying that the best trait should be crafted (the only way to get nirnhorned stuff back then)
Secondly....wtf are you talking about? Nirn doing better with light attacks means nirn doing better with every damage skill.. What does shieldbreaker build have to do with anything. Test with Crushing Shock and you get the same exact result.
DRXHarbinger wrote: »@DRXHarbinger
I'm not salty. I actually enjoy running vMA. I just think it's a change that shafts PvP for no reason whatsoever. It's just a complete lack of consideration.
Imagine you're a PvE completionist that decided to grind for the Emperor title. After 14 days of no sleep 24/7 Cyrodiil you finally get it. Then ZOS says "hey guys, we just decided to remove the emperor title from the game and replace it with "I've been to Cyrodiil quite often". How would you feel?
It's not a shaft at all, 2 people 1v1ing each other with the same set up...there is no advantage had by either party, you are just marginally...very marginally weaker, few hundred damage off your frags...that's it.
Removing a title and an enchant are 2 different sports altogether, Emp has been around since day 1, this enchant if not with this change at some point down the line would have become obsolete anyway. Remember the Martial Knowledge Meta? The Viper Gank Meta? Proxy / Teather / VD Bomb Meta? Tumorscale / Viper / Blackrose Meta? All of these things are long gone...and As Ian Malcolm once said...Life will find a way.
And it did, the PVP crowd found another (Supposed) Meta with these staves, Life goes on and something else crops up.
these new staves are pretty OP, every staff user is going to run crushing shock, who doesn't want an interrupt that gives a massive damage boost at the same time? Give it 2 weeks from launch and all of this will be long forgotten.
Change is good, keeps things fresh.