HEBREWHAMMERRR wrote: »Brawler builds are about to be nasty. Slot psijic ulti back bar you can rock 23% mitigation full stacks, then when you time up your pressure you’ve got a nice oh *** heal in your pocket to line up with it. I’m happy with the change. 8% is a tough loss but the survivability is biggest weakness next to snare immunity which was also addressed. Great patch and can’t wait to play.
Nerftheforums wrote: »Nerftheforums wrote: »Nerftheforums wrote: »Nerftheforums wrote: »Wonder if Nerftheforums runs impen? Sounds like something nightblades don't need to run
Pure divines I guess?
I run 2.5k crit res on my stamnb and 2.8k crit res on my magnb. Now, since next patch the meta will be heavy armor again, I'll drop medium my nb and go full chimp bleedblade, with *** cheese like tk, master axes, veiled and probably alchemist. Add to that 15% damage mitigation, 8% from undo, and maybe 30% from pirate skelly if I slot it instead of tk. You see the issue here?
You do remember that mitigation is multiplicative?
Yes obviously, but 15% on top of all of that is still massive, don't you think? And I'm talking about a full damage build that dedicates only its monster set to defensive purposes. You can easily go 2x infused wd, 1 robust recovery and warrior mundus in that setup and still have 5k+ wd with broken master bleeds. Yet it takes so many people to kill you.
I'm more thinking that it'll make my medium stamblade better able to swap protective to infused or swap some impen to well fitted and shave some stam regen. I probably wouldn't take off protective because it really is too stat dense and needs a nerf but... otherwise yes.
Bleedblades will over perform regardless of this change and putting more damage into nightblade would probably help them more than it would help medium/light nightblades. Would that extra damage against players be scaled down by your resistances?
Why are you using protective on your medblade? You are basically immortal of played correctly with shade cloak and dodge. Please don't tell me you even put 75 points into blessed.
Because I occasionally fight other players and protective is vastly over tuned? Yes, I am basically immortal if I don't P v the P but at some point between dodge rolls and shades and cloaks I'll have to put some damage in. Protective lets me take less damage while putting damage in and widens my offensive window.
Mostly tho it is because Protective is just way too efficient and I never have felt like I lacked damage in medium armor.
Fair enough, it's build choices and thank God people build differently. I go balls deep into damage with shackle, spriggan's, bloodspawn as my only defensive option and 3x infused wd with warrior. Trust me, I never have survivability issues unless I *** up. Which is what I love, it remebers me a lot of dexterity builds in dark souls 1, where you would one-shot stuff but you were extremely fragile if you were a noob that didn't know what to do.
Unfortunately next patch this playstyle will lose a fuckton of damage and gain brain dead mitigation, which makes me angry because it lowers once again the skill cap and makes people who are clueless more difficult to kill for no reason. Just like in the past 2 years and a half...
The minor vulnerability that our gap closer got is additive and so is the major vulnerability on Incap. The equation for vulnerability got changed in Murkmire so we were already dealing more damage that two patches ago based on that.
Incap doesn't give Major Vulnerability, it deals a debuff of 20% of its own that only works for you. Major Vulnerability is 25% and buffs all of the people hitting the affected target. The only current source of Major Vulnerability is the Necro Colossus Ultimate.
Nerftheforums wrote: »Nerftheforums wrote: »Nerftheforums wrote: »Nerftheforums wrote: »Wonder if Nerftheforums runs impen? Sounds like something nightblades don't need to run
Pure divines I guess?
I run 2.5k crit res on my stamnb and 2.8k crit res on my magnb. Now, since next patch the meta will be heavy armor again, I'll drop medium my nb and go full chimp bleedblade, with *** cheese like tk, master axes, veiled and probably alchemist. Add to that 15% damage mitigation, 8% from undo, and maybe 30% from pirate skelly if I slot it instead of tk. You see the issue here?
You do remember that mitigation is multiplicative?
Yes obviously, but 15% on top of all of that is still massive, don't you think? And I'm talking about a full damage build that dedicates only its monster set to defensive purposes. You can easily go 2x infused wd, 1 robust recovery and warrior mundus in that setup and still have 5k+ wd with broken master bleeds. Yet it takes so many people to kill you.
I'm more thinking that it'll make my medium stamblade better able to swap protective to infused or swap some impen to well fitted and shave some stam regen. I probably wouldn't take off protective because it really is too stat dense and needs a nerf but... otherwise yes.
Bleedblades will over perform regardless of this change and putting more damage into nightblade would probably help them more than it would help medium/light nightblades. Would that extra damage against players be scaled down by your resistances?
Why are you using protective on your medblade? You are basically immortal of played correctly with shade cloak and dodge. Please don't tell me you even put 75 points into blessed.
Because I occasionally fight other players and protective is vastly over tuned? Yes, I am basically immortal if I don't P v the P but at some point between dodge rolls and shades and cloaks I'll have to put some damage in. Protective lets me take less damage while putting damage in and widens my offensive window.
Mostly tho it is because Protective is just way too efficient and I never have felt like I lacked damage in medium armor.
Fair enough, it's build choices and thank God people build differently. I go balls deep into damage with shackle, spriggan's, bloodspawn as my only defensive option and 3x infused wd with warrior. Trust me, I never have survivability issues unless I *** up. Which is what I love, it remebers me a lot of dexterity builds in dark souls 1, where you would one-shot stuff but you were extremely fragile if you were a noob that didn't know what to do.
Unfortunately next patch this playstyle will lose a fuckton of damage and gain brain dead mitigation, which makes me angry because it lowers once again the skill cap and makes people who are clueless more difficult to kill for no reason. Just like in the past 2 years and a half...
The minor vulnerability that our gap closer got is additive and so is the major vulnerability on Incap. The equation for vulnerability got changed in Murkmire so we were already dealing more damage that two patches ago based on that.
Incap doesn't give Major Vulnerability, it deals a debuff of 20% of its own that only works for you. Major Vulnerability is 25% and buffs all of the people hitting the affected target. The only current source of Major Vulnerability is the Necro Colossus Ultimate.
Ragnaroek93 wrote: »I already see how brawler Nbs benefit with the most from this because of how insanely overtuned the sword and board skill line is. Would be such a shame to allow one class to do better in med/light armor builds than on heavy meta builds...
TheRealSniker wrote: »Imagine if that 3% Damage Reduction from each stack would be Damage done to players instead...
TheRealSniker wrote: »Imagine if that 3% Damage Reduction from each stack would be Damage done to players instead...
Where are you getting this information from? Where are we getting this damage reduction?
TheRealSniker wrote: »Imagine if that 3% Damage Reduction from each stack would be Damage done to players instead...
Where are you getting this information from? Where are we getting this damage reduction?
Nerftheforums wrote: »Trust me, I never have survivability issues unless I *** up.
Nerftheforums wrote: »Trust me, I never have survivability issues unless I *** up.
So you’ve never experienced lag, cheating, or broken/imbalanced mechanics; you say?
Nerftheforums wrote: »If this change goes you could roughly match the mitigation of Blood Spawn and go with Slimecraw and make up the stam regen somewhere.
Very true, I am gaining more mitigation on one bar, the one I'm not in when I'm defensive, yet as soon as I swap I take 15% more damage. That's an issue to me. Why put a defensive buff on an offensive skill? It's counterintuitive
Nerftheforums wrote: »If this change goes you could roughly match the mitigation of Blood Spawn and go with Slimecraw and make up the stam regen somewhere.
Very true, I am gaining more mitigation on one bar, the one I'm not in when I'm defensive, yet as soon as I swap I take 15% more damage. That's an issue to me. Why put a defensive buff on an offensive skill? It's counterintuitive
It’ll work on my build because psijic is back-bar’d with defending resto staff. So my offensive bar is less tanky.
Not sure how this will play out tbh. It's too early to call for me. But like you, I detest ZOS forcing every stam build on a heavy armor meta. Squish builds have been dead for a while and there seems no end to the reign of tankiness.
Dalsinthus wrote: »Not sure how this will play out tbh. It's too early to call for me. But like you, I detest ZOS forcing every stam build on a heavy armor meta. Squish builds have been dead for a while and there seems no end to the reign of tankiness.
So much this. On ESO Live from April 26 they said that they recognize that the heavy armor meta is a problem and want to address it in a future patch. But many changes this patch are just reinforcing the heavy armor meta and making it harder to play medium builds. I seriously don't get it.
NBs weakest tanks atm but putting mitigation on a dps ability not the answer.
The Mitigation from the Bow is not needed for a Tank, nor does it have any noticeable effect with all the sources of Mitigation a Tank has.
All nb tanks need, is a unique skill/debuff that is needed in groupplay, and maybe 1 skill that providesa synergie.
Add those 2 things, done.
KatySpirit wrote: »NBs weakest tanks atm but putting mitigation on a dps ability not the answer.
The Mitigation from the Bow is not needed for a Tank, nor does it have any noticeable effect with all the sources of Mitigation a Tank has.
All nb tanks need, is a unique skill/debuff that is needed in groupplay, and maybe 1 skill that providesa synergie.
Add those 2 things, done.
This. I wish they would look a bit deeper at tank needs and do something that is actually useful. There is a lot of potential for NB tanks but it doesn't tie together right now. They need a good group buff and synergy and not to lose their decent self heal that is scaled on health, not damage. NB healers and DPS could also definitely use a unique synergy to proc Alkosh that doesn't require ultimate and being in the tank's face.
To end on a positive note, I like the addition of magic steal on a class ability and I hope it works for the whole group and not just for the caster. If it does, I'll definitely be slotting it on my healer.
Nerftheforums wrote: »Nerftheforums wrote: »If this change goes you could roughly match the mitigation of Blood Spawn and go with Slimecraw and make up the stam regen somewhere.
Very true, I am gaining more mitigation on one bar, the one I'm not in when I'm defensive, yet as soon as I swap I take 15% more damage. That's an issue to me. Why put a defensive buff on an offensive skill? It's counterintuitive
It’ll work on my build because psijic is back-bar’d with defending resto staff. So my offensive bar is less tanky.
I still think it's awful, especially considering the calculations made in another post in pts.
Nerftheforums wrote: »Nerftheforums wrote: »If this change goes you could roughly match the mitigation of Blood Spawn and go with Slimecraw and make up the stam regen somewhere.
Very true, I am gaining more mitigation on one bar, the one I'm not in when I'm defensive, yet as soon as I swap I take 15% more damage. That's an issue to me. Why put a defensive buff on an offensive skill? It's counterintuitive
It’ll work on my build because psijic is back-bar’d with defending resto staff. So my offensive bar is less tanky.
I still think it's awful, especially considering the calculations made in another post in pts.
The argument in the other thread is based on flawed assumptions, though. Damage mitigation works the exact way the tooltip tells you and 15% mitigation is far from weak.
Nerftheforums wrote: »Nerftheforums wrote: »Nerftheforums wrote: »If this change goes you could roughly match the mitigation of Blood Spawn and go with Slimecraw and make up the stam regen somewhere.
Very true, I am gaining more mitigation on one bar, the one I'm not in when I'm defensive, yet as soon as I swap I take 15% more damage. That's an issue to me. Why put a defensive buff on an offensive skill? It's counterintuitive
It’ll work on my build because psijic is back-bar’d with defending resto staff. So my offensive bar is less tanky.
I still think it's awful, especially considering the calculations made in another post in pts.
The argument in the other thread is based on flawed assumptions, though. Damage mitigation works the exact way the tooltip tells you and 15% mitigation is far from weak.
Can you provide calculations and examples? Because I know for a fact that it's not a flat 15% since damage mitigation is a multiplicative factor. And it's definitely not the first nor second time I see the formulas used in those computations being applied to such issue. Gilliam, Asian and others came to the same conclusions if I remeber correctly, and I consider them all reliable sources.
Nerftheforums wrote: »Nerftheforums wrote: »Nerftheforums wrote: »If this change goes you could roughly match the mitigation of Blood Spawn and go with Slimecraw and make up the stam regen somewhere.
Very true, I am gaining more mitigation on one bar, the one I'm not in when I'm defensive, yet as soon as I swap I take 15% more damage. That's an issue to me. Why put a defensive buff on an offensive skill? It's counterintuitive
It’ll work on my build because psijic is back-bar’d with defending resto staff. So my offensive bar is less tanky.
I still think it's awful, especially considering the calculations made in another post in pts.
The argument in the other thread is based on flawed assumptions, though. Damage mitigation works the exact way the tooltip tells you and 15% mitigation is far from weak.
Can you provide calculations and examples? Because I know for a fact that it's not a flat 15% since damage mitigation is a multiplicative factor. And it's definitely not the first nor second time I see the formulas used in those computations being applied to such issue. Gilliam, Asian and others came to the same conclusions if I remeber correctly, and I consider them all reliable sources.
The calculations are not flawed, the argument is. 15% damage reduction means exactly what it tells you. If you get hit by an attack that deals 1000 damage to you, then the mitigation from the proposed grim focus would reduce that damage to 850, no matter what other types of mitigation you already had.
To show you why the argument makes little sense think about battlespirit. Do you think all forms of mitigation are only half as strong/useful in PvP because the damage is cut in half?
HEBREWHAMMERRR wrote: »Brawler builds are about to be nasty. Slot psijic ulti back bar you can rock 23% mitigation full stacks, then when you time up your pressure you’ve got a nice oh *** heal in your pocket to line up with it. I’m happy with the change. 8% is a tough loss but the survivability is biggest weakness next to snare immunity which was also addressed. Great patch and can’t wait to play.
The 8% is still there. Just use Teleport Strike. Its a flat out buff. Which is rather awful considering their intent was to nerf Nightblades in PvP. Really weird changes in my opinion.
Nerftheforums wrote: »KatySpirit wrote: »NBs weakest tanks atm but putting mitigation on a dps ability not the answer.
The Mitigation from the Bow is not needed for a Tank, nor does it have any noticeable effect with all the sources of Mitigation a Tank has.
All nb tanks need, is a unique skill/debuff that is needed in groupplay, and maybe 1 skill that providesa synergie.
Add those 2 things, done.
This. I wish they would look a bit deeper at tank needs and do something that is actually useful. There is a lot of potential for NB tanks but it doesn't tie together right now. They need a good group buff and synergy and not to lose their decent self heal that is scaled on health, not damage. NB healers and DPS could also definitely use a unique synergy to proc Alkosh that doesn't require ultimate and being in the tank's face.
To end on a positive note, I like the addition of magic steal on a class ability and I hope it works for the whole group and not just for the caster. If it does, I'll definitely be slotting it on my healer.
Why would you slot it over elemental drain though? This one is cheaper and allows you to provide breach in enemies that cannot be taunted by the tank because of mechanics (I am thinking of vBRP's totems in the last arena for example).