OrderoftheDarkness wrote: »5 classes are fighting among themselves another kind of balance. 6 classes is a new kind of balance. Apparently you want to fight between 4 classes.
OrderoftheDarkness wrote: »LiquidPony wrote: »OrderoftheDarkness wrote: »LiquidPony wrote: »OrderoftheDarkness wrote: »How many people so much and opinion. In my experience, sometimes OP limits the potential of other things. Therefore, a nerf is a kind of buff. You see what the difference is, I proposed a concrete proposal and you just have a lyrical digression.
I repeat, fourteen is a very large number. Reducing this number will not hit the BS as a whole.
P. S.I think you first need to make an offer as possible to buff other sets and at what scale even if your offer is ignored, but I agree with you I'd like to see buff other sets.
Word salad.
Your whole topic about measuring dot is word salad. https://forums.elderscrollsonline.com/en/discussion/496837/youve-still-completely-missed-the-mark-on-dot-damage/p1. It's just a veiled salad where are you trying to show yourself smart and knowledgeable. It can even be called trolling through screenshots. The opinion that you write there, I have not heard such nonsense for a long time. You trying to compare a passive playing style with an active.
You don't even know what "word salad" means and you respond with more word salad.
Why don't you go over to that thread and demonstrate what's wrong with it, then?
Maybe you can grab some parses from v5.2.5 and show me how useful DoTs really are.
I'll just leave this here:
https://cdn.discordapp.com/attachments/389813886993563660/637024343091707924/unknown.png
Your first message in your topic for me is all a word salad (your style of wordplay is also a kind of salad). Sorry, this is not interesting if you prefer answers of this format.
P. S. I will tell you in simple language. You suggested making the passive part of the game (for some it’s class identity) stronger than the active part.
Moonsorrow wrote: »OrderoftheDarkness wrote: »5 classes are fighting among themselves another kind of balance. 6 classes is a new kind of balance. Apparently you want to fight between 4 classes.
Never said i dislike new classes. But there has been problems with how they were introduced. When Warden came, it did get a collection of its skills sort of taken from others and some others adjusted (nerfed) to make it valid. Necro while the theme and many things on it is cool is buggy class(Blastbones still not work reliably at pvp most times) that seems is now forgotten after money was already collected with it. Yes stamcro is strong at pve, but at pvp necro been average to meh -tier, sadly.. because i wanto like it so bad, but its often really frustrating to play. Not want it to be "op" or fotm, just for the skills to work.
What i meant is that too many people nowadays are special snowflakes that seem to have issues on being killed at pvp or that if they cannot kill someone with button smash level skill they go on forums and ask for nerfs to change the game into their own level. Hard to explain. Usually they have a main and see balance only from limited view. They should play all classes and get rid of the biased view and just getting better at the game instead of trying to change it to something else.
And many been liking what we used to have.. strong class flavor, more rock, paper & scissors.. but the nerflings want their own character to be able to fight any class on any spec without them having to change any skill on bar or any sets or their own playstyle at all. And in the end, changes that go into that way makes all classes and sets feel like the same, and suddenly all cry about lost class identity, even the ones who been asking for nerfs for years and they do not even understand that it was them who been causing it all to happen. No idea why i sometimes try to explain this, since it feels like empty letters on screen.. people are blinded by selfishness. It can be hard to see the big picture in a game like this for many i guess.
ZOS has done many good quality of life changes during all the years, like 2h weapons counting as 2 parts of set and so on, lots of good things like that, they do not get thanks for those often, i guess because they too often simultaneously make nerfs that go into the "no one wanted this or needed this" cathegory. Would be naive if one could not see that they have to sort of create some form of unbalanced by choice fotm back and forth changes, so people keep rerolling new characters and so on. But still, they also do some right changes so not like us hardcore pvpers (eww, sounds elitist lol) are 100% unhappy, never said that also. Just that so many good skills and sets been destroyed to uselessness, enough with already.Because when people ask for "small nerf", have they not seen already that the set/skill always gets totally destroyed at 95% of cases?
OrderoftheDarkness wrote: »I shouldn't be pointing to these things with your competence, but you haven't thought that restoring 14 points of absolute ability is a big number. Taking into account the fact that already in general form there is an alignment of sets, of spells, etc
Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.
Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.
Because the mitigation from Pirate Skele's 2pc is 3x greater than the mitigation from Bloodspawn's 2pc (30% mitigation is roughly equal to 19.8k resists), despite having a slightly higher proc chance, and, at the time, minimal downtime (2s downtime) and next to no drawbacks for those 20k resists, on top of the constant almost 3k resists on the 1pc bonus. All at the cost of just not using a damage shield, as it only procs when you take damage to your health.
With the 2pc bonus up, Pirate Skele gave 34.5% damage mitigation (30% of which was through flat mitigation, which is both more effective than resists due to where it sits in the damage formula, and harder to counter due to no the lack of a penetration-like mechanic for flat mitigation), while Bloodspawn only gives 9.8% damage mitigation (which can be countered through pen), for virtually no cost except wearing the set.
That aside, ult gen alone isn't even that strong. It just gives you the ability the cast ults more often, but you still need damage behind those ults so they actually hurt, and you still need to know how to use the ults effectively. Bloodspawn is very well balanced in that regard, because it gives you the tools necessary to perform well, but you still need to know how to use them effectively.
Only on DK does Bloodspawn's ult gen get really strong, since it doubles as sustain, but are we really going to flatten class identity by nerfing a set that maybe overperforms on one class in the area that class is meant to excel in?
Same players here who asked for the Pirate Skelly nerf are vehemently defending their precious Blood Spawn. Fact still remains, the amount of utli regen could definitely be toned down some.
Because the mitigation from Pirate Skele's 2pc is 3x greater than the mitigation from Bloodspawn's 2pc (30% mitigation is roughly equal to 19.8k resists), despite having a slightly higher proc chance, and, at the time, minimal downtime (2s downtime) and next to no drawbacks for those 20k resists, on top of the constant almost 3k resists on the 1pc bonus. All at the cost of just not using a damage shield, as it only procs when you take damage to your health.
With the 2pc bonus up, Pirate Skele gave 34.5% damage mitigation (30% of which was through flat mitigation, which is both more effective than resists due to where it sits in the damage formula, and harder to counter due to no the lack of a penetration-like mechanic for flat mitigation), while Bloodspawn only gives 9.8% damage mitigation (which can be countered through pen), for virtually no cost except wearing the set.
That aside, ult gen alone isn't even that strong. It just gives you the ability the cast ults more often, but you still need damage behind those ults so they actually hurt, and you still need to know how to use the ults effectively. Bloodspawn is very well balanced in that regard, because it gives you the tools necessary to perform well, but you still need to know how to use them effectively.
Only on DK does Bloodspawn's ult gen get really strong, since it doubles as sustain, but are we really going to flatten class identity by nerfing a set that maybe overperforms on one class in the area that class is meant to excel in?
The Ulti return is too much. Face it.
OrderoftheDarkness wrote: »BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. .
OrderoftheDarkness wrote: »Let's just talk without bias not about the word nerf. Someone may not understand what is happening but just hears the words nerf and he begins to panic. Someone says that there are a lot of bad sets.
Now about the data. BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. We won't be able to buff these sets, Minor heroism is the mechanics of the game. These are good sets, but people will not look at these sets when they can simply increase their damage using other sets in conjunction with the BS and have a frantic regeneration of Ult points.
P. S. I just shared my outlook on things. I don’t want anyone to feel bad about it. It's just a game. My suggestion was to reduce ult points to 7. In any case, you will get an advantage in front of these two sets, you can generate 14 ult points for about 15 seconds + -.
P. P. S. I don’t want to argue anymore, and I don’t want to prove anything. I was just trying to reason with justice. Let this topic be closed.
Urzigurumash wrote: »OrderoftheDarkness wrote: »BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. .
Over the course of 60 seconds of Combat, Shalk's and Champion will provide 45 Ultimate, or the same as 3 procs of Bloodspawn. In order for Bloodspawn to reliably proc 3 times within 60 seconds, at its 6% rate, you would have to be hit roughly 50 times.
Crixus8000 wrote: »OrderoftheDarkness wrote: »Let's just talk without bias not about the word nerf. Someone may not understand what is happening but just hears the words nerf and he begins to panic. Someone says that there are a lot of bad sets.
Now about the data. BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. We won't be able to buff these sets, Minor heroism is the mechanics of the game. These are good sets, but people will not look at these sets when they can simply increase their damage using other sets in conjunction with the BS and have a frantic regeneration of Ult points.
P. S. I just shared my outlook on things. I don’t want anyone to feel bad about it. It's just a game. My suggestion was to reduce ult points to 7. In any case, you will get an advantage in front of these two sets, you can generate 14 ult points for about 15 seconds + -.
P. P. S. I don’t want to argue anymore, and I don’t want to prove anything. I was just trying to reason with justice. Let this topic be closed.
You can't try to balance a good set by comparing it to totally useless sets though. Even if bloodspawn had it's ult gen removed no one would still use sets like shalks because they just suck. Just like nerfing resists didn't make anyone start using dunerippers scales.
OrderoftheDarkness wrote: »Let's just talk without bias not about the word nerf. Someone may not understand what is happening but just hears the words nerf and he begins to panic. Someone says that there are a lot of bad sets.
Now about the data. BS can generate 28 points of ultimate ability in 15 seconds. Take Shalk Exoskeleton Set and Champion of the Hist as an example. These two sets provide Minor Heroism in battle all the time i.e. in 15 seconds it will generate 10 points of ultimate ability. We won't be able to buff these sets, Minor heroism is the mechanics of the game. These are good sets, but people will not look at these sets when they can simply increase their damage using other sets in conjunction with the BS and have a frantic regeneration of Ult points.
P. S. I just shared my outlook on things. I don’t want anyone to feel bad about it. It's just a game. My suggestion was to reduce ult points to 7. In any case, you will get an advantage in front of these two sets, you can generate 14 ult points in about 15 seconds + -.
P. P. S. I don’t want to argue anymore, and I don’t want to prove anything. I was just trying to reason with justice. Let this topic be closed.
OrderoftheDarkness wrote: »Ult gen is only the third part of this set it makes no sense to compare it with the passive Nord. A reduction can be made without fanaticism. It’s funny for me to talk about 25. We can recall Pirate Skeleton. Do you really like this type of game?
Just because you don't like it doesn't mean it's bad. A causal relationship is missing from your concept of “good or bad”. What to call it - may be a sense of self-importance. In principle, arguing with a person who most likely considers the Dragonhold fix to be inappropriate is a bad idea.
P. S. I have no purpose to ruin such a good set. I use it myself. This is just an observer’s opinion, nothing more.
