xiZeroPointix wrote: »189 base damage boost plus ninhoned trait plus beserker enchant( or any enchant in the game you want to run)....hmmm not overpowered? How so?
You need to stop talking and apply your brain for just 1 second. Maybe you'll get it. Maybe not.
xiZeroPointix wrote: »xiZeroPointix wrote: »Wall of lighting does proc concussion and off balance as well and destructive touch+knockdown and pulsar+10% decrease in total health by the way
Plus the damage boost to wall of element that the maelstrom staff gives
preedb16_ESO2 wrote: »xiZeroPointix wrote: »xiZeroPointix wrote: »Wall of lighting does proc concussion and off balance as well and destructive touch+knockdown and pulsar+10% decrease in total health by the way
Plus the damage boost to wall of element that the maelstrom staff gives
I hope you mean the damage boost to light/heavy attacks to mobs affected by wall of elements, right?
I have spent the last 3 months working out a build that works fine for me.. I run 5x torug 5x IA infused vMA staff infused torug staff with shock glyph(got another with prismatic for stages 1,6,8 and 9 of vMA).. I do really nice in vMA now after having spent this time testing and getting my build to where it is. Infact last night I got my first no-death run a 559k score..
My build is different from most I belive, as I don't use alot of different spells for dps, I dont use crushing shock except to interrupt on those particular mobs, and I dont use crystal frags, daedric pray and only sometimes bother with activating the pet pulse.. Infact, I can probably do vMA with ONLY Blockade and heavy attacks for damage.. Might record a run with that now that I've got the no-death achievement..
I'm looking at a really big nerf to my build when this patch goes live though..
xiZeroPointix wrote: »
I have always ran wall of elements. Every sorc does because they lack class aoe other than liquid lighting. It does suck for other classes but it is what it is. Even on pts right vma weapons are still bis on back bar for mag builds
xiZeroPointix wrote: »
Wow the change has been made guy. Quit trying to salvage something thats already done and over with. Nirn is so extrmely rare less than 2% of players have that trait on there vma including myself. Its nerfed it is clearly obvious and without the 180 damage boost you will have to run nirn. I am just tired of people coming on this forum and saying the same thing over and over and over and over thinking they have a valid point. No dont take the damage away you should do this instead. It boosted my poison damage. Its gone..move on...adapt and overcome. I know the whole eso community used it for a cheap small boost to weapon damage that has been stated in the other 97 posts before you.
xiZeroPointix wrote: »I am trying to discuss what we can to do to help the situation and provide new options, but cant because everyone want to argue and fight with me on why its sucks..I KNOW IT SUCKS. Zos made the change not me and were losing the damage end of story. Think of something else to do with the staff bro or decon your vma staff and make a gold rubedite one.
xiZeroPointix wrote: »I will keep mine and retrait it and use the wall of elements boost in dungeons and the master staff and asylum in pvp cause ibrun 5/3/2. Like i said if you dont use it to boost your skill synergy..which was the whole point of the weapon..find something else. I will play my way which will be my current sharpened lighting vma staff with a NIRN trait with a beserker enchant back bar with my wall of elements skill and watch adds melt while i farm the new sets with ease.
xiZeroPointix wrote: »
I have always ran wall of elements. Every sorc does because they lack class aoe other than liquid lighting. It does suck for other classes but it is what it is. Even on pts right vma weapons are still bis on back bar for mag builds
Again, sounds more like you PvE than PvP. That or youre a zergling. I love when sorcs drop wall of elements in PvP. It lets me know their TTK is low which is valuable info when trying to 1vx. Majority of PvP sorcs actually do NOT run wall of elements as people can literally side step it.xiZeroPointix wrote: »
Wow the change has been made guy. Quit trying to salvage something thats already done and over with. Nirn is so extrmely rare less than 2% of players have that trait on there vma including myself. Its nerfed it is clearly obvious and without the 180 damage boost you will have to run nirn. I am just tired of people coming on this forum and saying the same thing over and over and over and over thinking they have a valid point. No dont take the damage away you should do this instead. It boosted my poison damage. Its gone..move on...adapt and overcome. I know the whole eso community used it for a cheap small boost to weapon damage that has been stated in the other 97 posts before you.
Ok. what is your point about nirn? I currently have a nirn frost staff (ikr xD) Currently I get 189 spell damage and can run a poison on it. Lets assume the reason you can't combine poisons w/ glyphs is because they are equivalent in what they provide builds utility/damage wise so running a glyph is the same as running a poison. How is this staff buffed next patch? It's not. Stop talking about nirhoned.xiZeroPointix wrote: »I am trying to discuss what we can to do to help the situation and provide new options, but cant because everyone want to argue and fight with me on why its sucks..I KNOW IT SUCKS. Zos made the change not me and were losing the damage end of story. Think of something else to do with the staff bro or decon your vma staff and make a gold rubedite one.
You're right. The first cycle into the PTS is final. If only there was a forum where players could provide feedback about changes and discuss if it promotes healthy gameplay or not...
I'm well aware of how I can adjust my builds if necessary. All of my 11 toons have at least 2 different set ups for PvP in their inventory. First, I'd rather not have to change (not that any of my builds will, I'm advocating against a poor design choice not for any personal builds). Second. What option is there for 2-5-3 setups now that don't benefit from boosted skills. Making players feel they HAVE to run certain skills is poor design.xiZeroPointix wrote: »I will keep mine and retrait it and use the wall of elements boost in dungeons and the master staff and asylum in pvp cause ibrun 5/3/2. Like i said if you dont use it to boost your skill synergy..which was the whole point of the weapon..find something else. I will play my way which will be my current sharpened lighting vma staff with a NIRN trait with a beserker enchant back bar with my wall of elements skill and watch adds melt while i farm the new sets with ease.
Ok. its great that you get to play your way. Why can't people who want to use VMA play their way as well? Again you're bringing in PvE into the equation.
xiZeroPointix wrote: »
It effects both pve and pvp..clearly the skill the maelstrom destro staff buffs is a pve skill...and the flat damage boost is the only thing that is used in pvp with a poison..i am not a zergling i am a solo player who runs with certain guilds. Noone wants this change to happen...not one bit..i am against nerfing the vma staff..just seeing what ideas are out there if this change goes live is all i am trying to do here
Thestephenmcraeub17_ESO wrote: »But if you have an infused MA weapon, and a weapon and spell damage enchant, then if it's golded, you can proc the enchant every two seconds, and the dmg enchant lasts for 5 seconds and is over 400 damage, so it seems with this change, you'll be getting more weapon/spell damage, but forgoing the additional enchant (from a fire, shock, or poison glyph, etc.). Unless my math is wrong, or there's an intrinsic factor in weapon enchant procs I don't know about.
It's so simple to change this so that at least players have a choice. It's frustrating they can't see it.
1) Move the skill modification from the unique enchant to a 1-piece set bonus so it's permanent. Like they have already done
2) Leave the stat bonus as a unique enchant with permanent effect
3) Fix the unique enchant so that the stat bonus gets correctly suppressed when using Poisons.
So you either get the stat bonus or you get the Poison effects but not both. At least then you have a choice instead of losing the stat bonus a priori.
It's still not ideal, because the spell damage bonus of the vMA weapons was better than the skill modifications. But at least it's better than the current implementation and let's us choose.
The removal of the flat 189 weapon damage from the maelstrom 2h weapons hurts the healing for stamina nightblades. What was the point of "buffing" their survival in the HOTR patch if you are voluntarily or unknowingly nerfing vigor and rally heals with this change. Seriously who is doing these decisions without thinking about the overall spectrum of the game? who is in charge lol?
Why not make changes for people who are actually hurting the game that are just running around with sword and board stacking as much damage mitigation as possible and holing block. We call them L2 builds here on ps4 na.
It's so simple to change this so that at least players have a choice. It's frustrating they can't see it.
1) Move the skill modification from the unique enchant to a 1-piece set bonus so it's permanent. Like they have already done
2) Leave the stat bonus as a unique enchant with permanent effect
3) Fix the unique enchant so that the stat bonus gets correctly suppressed when using Poisons.
So you either get the stat bonus or you get the Poison effects but not both. At least then you have a choice instead of losing the stat bonus a priori.
It's still not ideal, because the spell damage bonus of the vMA weapons was better than the skill modifications. But at least it's better than the current implementation and let's us choose.
Agree with everything, but your 3rd point. Fixing assumes something is broken. Which you further implied by saying 'correctly'. Poison not suppressing the damage/stat enchant was intended mechanic.
So even if they did what you suggest and somehow decided that this time poison will suppress the enchant, it is still pretty big nerf, better than current pts version only by very small margin.
It's so simple to change this so that at least players have a choice. It's frustrating they can't see it.
1) Move the skill modification from the unique enchant to a 1-piece set bonus so it's permanent. Like they have already done
2) Leave the stat bonus as a unique enchant with permanent effect
3) Fix the unique enchant so that the stat bonus gets correctly suppressed when using Poisons.
So you either get the stat bonus or you get the Poison effects but not both. At least then you have a choice instead of losing the stat bonus a priori.
It's still not ideal, because the spell damage bonus of the vMA weapons was better than the skill modifications. But at least it's better than the current implementation and let's us choose.
Agree with everything, but your 3rd point. Fixing assumes something is broken. Which you further implied by saying 'correctly'. Poison not suppressing the damage/stat enchant was intended mechanic.
So even if they did what you suggest and somehow decided that this time poison will suppress the enchant, it is still pretty big nerf, better than current pts version only by very small margin.
Did they go on record with that? Because if not, all I know is that if you re-enchanted the weapon you lost the stat buff. So it was part of the enchantment. Which means when poisons are applied (remember the weapon is older than poisons) then theoretically the stat bonus should be suppressed.
I don't think my suggestion was only marginally better. For example if you are building DPS build for dungeons/trials that 189 spell/weapon damage is worth considering in exchange for a monster set, if you don't feel the need to run sustain poisons on the front bar. Without that stat buff however most vMA/vDSA weapons are worthless even for PvE. Nevermind PvP. So having the option of keeping the stat buff makes quite a bit of difference to your build decision.
Anyway, there's a very big disparity between the power of skill modification enchants. Some are useless, some are great. For the great ones having a stat buff on top of poisons would make them basically OP. Imagine a Perfect Asylum Destro with 189 Spell Damage buff as well as proc'ing 3 status effects and Poisons. On the other hand for others the stat was the only reason to equip them.
Unless the skill modifications are brought more inline, it's hard to call the stat buffs as OP or as absolutely necessary for the weapon to anything more than decon fodder. It really depends on the weapon.
GrumpyDuckling wrote: »It would be much better if ZOS just gave us the OPTION to keep the weapons the way they were. If we want to enchant them, then the new enchant can replace the "extraneous" (as they call it) bonuses.
All this change did was nerf Nightblades because removing the weapon/spell damage from the weapons means that Nightblades' damage from stealth won't have the weapon/spell damage that originally came from the weapons. You'll have to be in combat now to trigger the weapon enchant that gives more weapon/spell damage.
Oakmontowls_ESO wrote: »
The difference between bug and feature is really foggy when something is part of the game for nearly year and half. Calling it bug is opinion at that point. Obvious bug just stupidity.