Ragnarock41 wrote: »Maces should be for dealing heavy armor foes, not axes, I believe bleeds should get a tooltip buff, then a nerf to its %100 penetration, and then finally maces can use some buffs to make it clear that they are meant to deal with armor.
And then everyone will just use maces all the time.
Ragnarock41 wrote: »Ragnarock41 wrote: »Maces should be for dealing heavy armor foes, not axes, I believe bleeds should get a tooltip buff, then a nerf to its %100 penetration, and then finally maces can use some buffs to make it clear that they are meant to deal with armor.
And then everyone will just use maces all the time.
Would they? I'd doubt that because dual wield daggers already offer a much better deal than maces or swords, as for 2h weapons greatswords are for highest raw damage and maces are for armor penetration, makes a lot of sense to me that way. Meanwhile axes as of right now have the best of both worlds because of bleeds ignoring resists.
More importantly, 2h is already a back bar weapon as of right now, if anything this alone should be enough of a reason to give mace a boost to about %25-30 armor pen.
Ragnarock41 wrote: »Ragnarock41 wrote: »Maces should be for dealing heavy armor foes, not axes, I believe bleeds should get a tooltip buff, then a nerf to its %100 penetration, and then finally maces can use some buffs to make it clear that they are meant to deal with armor.
And then everyone will just use maces all the time.
Would they? I'd doubt that because dual wield daggers already offer a much better deal than maces or swords, as for 2h weapons greatswords are for highest raw damage and maces are for armor penetration, makes a lot of sense to me that way. Meanwhile axes as of right now have the best of both worlds because of bleeds ignoring resists.
More importantly, 2h is already a back bar weapon as of right now, if anything this alone should be enough of a reason to give mace a boost to about %25-30 armor pen.
I edited my comment @Ragnarock41 like i said it's not a bad idea in concept at all. Currently the armor penetration on maces comes AFTER all other sources. Making it crap.
Siohwenoeht wrote: »With so many running heavy armor and that playstyle probably will only increase with murkmire, bleeds provide a good counter. Unfortunately, medium and light armor users are even more vulnerable. Don't have a surefire answer to make everyone happy but without bleeds as they are I think we'll see too many nigh-unkillable tanks.
usmguy1234 wrote: »Bleeds just need to be adjusted to be more effective the higher the targets resistances are and decreased the lower the v resistances are.
That's exactly what I'd like to propose. We need to find a good resistance threshold to start with.
Ragnarock41 wrote: »Maces should be for dealing heavy armor foes, not axes, I believe bleeds should get a tooltip buff, then a nerf to its %100 penetration, and then finally maces can use some buffs to make it clear that they are meant to deal with armor.
Might come from a bit biased perspective but here we go:
Without the bleeds werewolf would barely be viable in PvP (they could still be viable, hence the "barely"). Severely nerfing bleeds would undermine the unique pressure a werewolf can put on someone in PvP. If bleeds were to see a severe nerf, werewolfs need to get a hefty compensation in order to be viable.
I don´t want to see the basic mechanics of how bleeds work (aka ignoring physical resistance) being changed, since I think they´re a necessary evil. If people feel that certain sources of bleed are too strong, then reducing the value of that source would be a better choice imo. But nerfing bleeds in a general way that affects all sources of bleed-damage will hurt certain "classes" (I refer werewolf as a "class") more than others, in this case, it would be a huge nerf to werewolfs (which isn´t needed imo)
Thanks for your input, my idea of mechanical change is entirely different. And It does have werewolves in mind, which would remain untouched. Same with PvE. PvE would remain entirely untouched. My idea is not a nerf in a true sense, but rather a buff to lower armor tiers....
Option number 1:
1)Keep current numbers up on bleeds as they currently exist in the game.
2) Light armor receives 3-4% Bleed Resistance per piece of armor.
3) Medium Armor receives 2-3% of Bleed Resistance per piece of armor.
4) Heavy Armor receives 3-4% of Bleed Vulnerability per piece of armor.
5) Monitor Werewolf bleed performance in the new setting, increase the bleed damage as needed - baseline 10%. Do not touch otherwise. (PTS testing required)
6) Make this a part of Battlespirit or put a player-source conditional on these new debuffs, to help PvE remain untouched (as bleeds exist in PvE)
Option number 2:
1) Give every single bleed in the game a passive mechanic (tied to battlespirit) which reacts to your opponent's resistance pool.
2) Bleed will now always tick weak at low armor, always tick strong on high armor.
3) Create a baseline at 15k Armor, where 0% damage Increase is in place.
4) Numerical values could be easily based on 1,000s after the baseline pool.
*Example: Every 1000 of physical resistance above 15k makes the wearer take 1-2% MORE damage from bleeds.
*Example: Every 1000 of physical resistance below 15k makes the wearer take 1-2% LESS damage from bleeds.
Therefore 35k Armor cheese builds would take a whopping 20-40% damage increase from Bleeds. While Sorcs with 8k armor would take 0%. (Keep in mind that 15k baseline pool is just an example - this could be much higher or much lower)
Comment: These % all would need to be tested on PTS to assure that we're not making one piece of armor significantly much stronger than the other. The numerical values are an examples and could be adjusted at will per developer's feelings.
The Heavy Armor vulnerability could potentially force tanky builds to rethink their builds, even if they use bleeds themselves. The point here is to make bleeds exceptionally effective vs Heavy Armor, and non-thrathening to lower armor tiers.
Option number 2 would be preferred, but I feel like ZOS would face some issues or limitations with implementing that.
Additional Step (Would rather not see any more nerfs but it is a concern)
1) Adjust Master DW weapons to at least 1000-1200 (500-600 in PvP <- PTS testing necessary, we don't want to make master DW obsolete)
You even say it in the title. It's a poll to help you decide what nerf you want. It's another bloody nerf thread in quise of a poll.
It's a poll to help me decide whether the answer SHOULD BE A NERF, or just a mechanical change. Don't assume too much before anything happens, my friendMight come from a bit biased perspective but here we go:
Without the bleeds werewolf would barely be viable in PvP (they could still be viable, hence the "barely"). Severely nerfing bleeds would undermine the unique pressure a werewolf can put on someone in PvP. If bleeds were to see a severe nerf, werewolfs need to get a hefty compensation in order to be viable.
I don´t want to see the basic mechanics of how bleeds work (aka ignoring physical resistance) being changed, since I think they´re a necessary evil. If people feel that certain sources of bleed are too strong, then reducing the value of that source would be a better choice imo. But nerfing bleeds in a general way that affects all sources of bleed-damage will hurt certain "classes" (I refer werewolf as a "class") more than others, in this case, it would be a huge nerf to werewolfs (which isn´t needed imo)
Thanks for your input, my idea of mechanical change is entirely different. And It does have werewolves in mind, which would remain untouched.
I might have missed your suggestion on how to change bleeds, but what's your solution? I'm curious to hear.
@Qbiken original post you quoted.
You even say it in the title. It's a poll to help you decide what nerf you want. It's another bloody nerf thread in quise of a poll.
It's a poll to help me decide whether the answer SHOULD BE A NERF, or just a mechanical change. Don't assume too much before anything happens, my friendMight come from a bit biased perspective but here we go:
Without the bleeds werewolf would barely be viable in PvP (they could still be viable, hence the "barely"). Severely nerfing bleeds would undermine the unique pressure a werewolf can put on someone in PvP. If bleeds were to see a severe nerf, werewolfs need to get a hefty compensation in order to be viable.
I don´t want to see the basic mechanics of how bleeds work (aka ignoring physical resistance) being changed, since I think they´re a necessary evil. If people feel that certain sources of bleed are too strong, then reducing the value of that source would be a better choice imo. But nerfing bleeds in a general way that affects all sources of bleed-damage will hurt certain "classes" (I refer werewolf as a "class") more than others, in this case, it would be a huge nerf to werewolfs (which isn´t needed imo)
Thanks for your input, my idea of mechanical change is entirely different. And It does have werewolves in mind, which would remain untouched.
I might have missed your suggestion on how to change bleeds, but what's your solution? I'm curious to hear.
@Qbiken original post you quoted.
This is equivalent to a 5 year waving his hand inches from your face while chanting "you can't be mad at me I'm not touching you"
Quit crying and play the game
Siohwenoeht wrote: »Ragnarock41 wrote: »Maces should be for dealing heavy armor foes, not axes, I believe bleeds should get a tooltip buff, then a nerf to its %100 penetration, and then finally maces can use some buffs to make it clear that they are meant to deal with armor.
I was thinking of something similar, no need for bleeds to have no mitigation. @Ragnarock41 how would it affect werewolf form though? Bleeds are an important part of the werewolf toolkit but they're basically "unarmed" in werewolf form...