Is everyone ignoring Colossus Ult (Maj Vulnerability)?

  • Gigasax
    Gigasax
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    Sooo, no changes were made in 5.1.4.

    Thanks for another 3 months of stamcro meta -.-
    @ZOS_GinaBruno @ZOS_Gilliam @ZOS_BrianWheeler
    - Noractis -
    - PC EU -
  • olsborg
    olsborg
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    Its the strongest dmging ult for pvp, ez

    PC EU
    PvP only
  • ebix_
    ebix_
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    they just want to sell it , and because I know they won't figure a way to balance necro, a fate similar to stamblades waiting for them ... nerf to the ground
  • Jarrods32
    Jarrods32
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    As much as I hate to say it I believe u are right... once major vulnerability is nerfed necro is dead maybe we will get lucky and they will change it to only buff caster or replace it with something that still keep necro in the top 3 or 4 stam dps damage wise
    . It would be great if they would just separate pve from pvp lik WoW so skills dont get nerfed across the board
  • Xogath
    Xogath
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    Jarrods32 wrote: »
    As much as I hate to say it I believe u are right... once major vulnerability is nerfed necro is dead maybe we will get lucky and they will change it to only buff caster or replace it with something that still keep necro in the top 3 or 4 stam dps damage wise
    . It would be great if they would just separate pve from pvp lik WoW so skills dont get nerfed across the board

    I've been saying this for a very long time, and apparently I'm a madman for thinking so.

    I'm not sure why anyone with two brain cells to rub together would NOT want PvE and PvP separated in some way.

    Sure, we could have PvP-only gear with PvP-only stats, but that in itself creates more problems:

    1. Balance won't change, and playstyles for both aspects of the game would still be gutted due to one side or the other.
    2. They'd have to code the new stats and how they function.

    The most realistic, sensible ways to do this is:

    1. Separate sets of damage coefficients for every skill in the game; one t for PvE and one for PvP.
    2. Normalization of armor types. This would mean that regardless of whether you were using Light or Heavy, resists wouldn't be so skewed on one direction that you're basically FORCED to ise use the better type or risk being instantly deleted by.. anyone. At this point, armor line passives and set bonuses would be the major outliers for balance. (The latter of which is the greater problem right now anyway.)
    3. The removal of CP from all forms of PvP. This makes balance that much easier, lets us get rid of unnecessary campaigns (thus improving overall performance in Cyrodiil, albeit by small amounts), and makes CP (or whatever it turns in to..) a purely post-level-cap, PvE progression system.

    Do all that amd pure balance can be achieved for both aspects of the game without impacting the other as dramatically as they do now.

    But some people don't want this for whatever reason. Beats me!
  • kojou
    kojou
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    There will always be a statistical best... We would all have more fun if we forgot about that and just ran what we enjoyed playing.
    Playing since beta...
  • CambionDaemon
    CambionDaemon
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    Honestly, we shouldn't have access to any 'Major' buff easily. All classes could bring something to the game if they had one 'Major' buff each, that was locked behind an ultimate
    Xogath wrote: »
    Jarrods32 wrote: »
    As much as I hate to say it I believe u are right... once major vulnerability is nerfed necro is dead maybe we will get lucky and they will change it to only buff caster or replace it with something that still keep necro in the top 3 or 4 stam dps damage wise
    . It would be great if they would just separate pve from pvp lik WoW so skills dont get nerfed across the board

    I've been saying this for a very long time, and apparently I'm a madman for thinking so.

    I'm not sure why anyone with two brain cells to rub together would NOT want PvE and PvP separated in some way.

    Sure, we could have PvP-only gear with PvP-only stats, but that in itself creates more problems:

    1. Balance won't change, and playstyles for both aspects of the game would still be gutted due to one side or the other.
    2. They'd have to code the new stats and how they function.

    The most realistic, sensible ways to do this is:

    1. Separate sets of damage coefficients for every skill in the game; one t for PvE and one for PvP.
    2. Normalization of armor types. This would mean that regardless of whether you were using Light or Heavy, resists wouldn't be so skewed on one direction that you're basically FORCED to ise use the better type or risk being instantly deleted by.. anyone. At this point, armor line passives and set bonuses would be the major outliers for balance. (The latter of which is the greater problem right now anyway.)
    3. The removal of CP from all forms of PvP. This makes balance that much easier, lets us get rid of unnecessary campaigns (thus improving overall performance in Cyrodiil, albeit by small amounts), and makes CP (or whatever it turns in to..) a purely post-level-cap, PvE progression system.

    Do all that amd pure balance can be achieved for both aspects of the game without impacting the other as dramatically as they do now.

    But some people don't want this for whatever reason. Beats me!

    Even easier, you create a Stat that is your armour value in PvP (on armour) and the same for weapons. They did that on DCUO and it worked perfectly. No company has ever balanced PvE and PvP at the same time without having to separate them in the end.
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