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A suggestion for Stuhn's

Tessitura
Tessitura
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So as we all know, this new crafted set as made some waves and certainly upset a few people. After testing it myself on various builds and getting a decent feel for it I can honestly say it,s strong, and it does a good job at bringing down some of these extra tanky builds, but it's like using a air raid for one building. Sure you get the intended target, but you also kill the whole city block while doing it. Lighter builds struggle so much against this, and it's so strong most people will be rocking it, and most will be or at least will feel like they are going to be forced to wear heavy armor with it too, so build diversity will suffer as a result. Not that, that matters too much to some people. But I would like to make a suggestion, this isn't a call for a nerf, because I think a tank buster set is a good idea.

So, to the meat of the conversation topic. What I want to suggest is that the set still increase your pen, but at a adjust rate. We have one of two options available to us here. Option 1, being a flat percentage loss on the target, and option 2, a scaling rate of resistance loss based on your targets max resistance.

Option 1, is to me the best option available to us, as it's flat rate, easier to calculate, easier to build with, and much easier to adjust if adjustments are needed. The fact that it's a percentage means that it hits higher resistance builds then it does lower ones. So all these tanks that have become meta have a solid counter without crushing lighter builds. The principle is simple, to throw some arbitrary numbers out for the sake of a example, 10% of 1000 is 100, and 10% of 100 is 10, so the higher the resist, the more you lose, and the lower, the less you lose. All are still affected by it, but the intended target takes the brunt.

Option 2 is simple, but to me, the least viable. I feel like adding a additional calculation like this to the servers processor would just be a bad move, I am no coder so I can't really say for sure, it's just how it seems to me. But it's straight forward in concept, and punishes tanks without stripping all defense from lighter builds. The target would lose more resistance based on how much they currently have when struck. So of course the tanks lose more then say a medium armor NB or light armor Warden. Again, I don't know how to add mechanics to games or anything, so this could be the better option of the two, but I think Occam's Razor suggests the option 1 is our best bet.
  • Giljabrar
    Giljabrar
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    I too fall into the first option. Easy to implement it seems, and fills the role of a true anti-tank set. I'm glad there's been a lot of discussions on this set, because it's extremely unhealthy for the game.

    A lot of folks hailing this as "the end of the tank meta"

    This set will have more people using % damage reduction sources, and stacking more HP as it's the only true counter to this set.

    If you think this will mean the end of tanks, you're gonna be in for a rude awakening when that Stamcro you couldn't kill last patch is still kicking [Snip].

    [Edited for inappropriate content]
    Edited by ZOS_Volpe on April 23, 2020 10:06PM
  • Strider__Roshin
    Strider__Roshin
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    I think it's fine honestly. Super strong, but it doesn't buff your heals and its up time isn't that great. My only concern is that werewolves are going to 1-shot everyone with this set due to its fear setting people off balance.
  • The_DancinPanda
    This set is not that good, it has good burst potential but not 100% uptime and no healing increase makes it not that attractive for me personally. Off balance has a cooldown and its cleansable, with all that resistance and healing decrease you can already deal a lot of damage running even defensive sets, I only see this set useful for classes who have no major fracture in their tool kit like Templar and Stamcro. When the New Moon Acolyte came everyone also thought is going to be overpower, but it seems to be just fine, same case here.
    Edited by The_DancinPanda on April 23, 2020 10:17PM
  • Mayrael
    Mayrael
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    Lol NMA is not even close to power this set gives, and current implementation is bad because it counters its purpose meaning killing tanks. You know what people will do? They will go even tankier, and the last glass canons will go this set or full tanks, because they will feel this set the most. This set is another bad implementation of a good idea.

    YOU CAN'T CREATE SETS THAT ARE BIS AGAINST EVERYONE - IT SCREAMS OP!
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • GetAgrippa
    GetAgrippa
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    Off balance has a cooldown and its cleansable,

    Off balance can no longer be cleansed.
  • RedReign
    RedReign
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    GetAgrippa wrote: »
    Off balance has a cooldown and its cleansable,

    Off balance can no longer be cleansed.

    Cleansing now puts the player off balance.
  • nublife01
    nublife01
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    Tessitura wrote: »
    So as we all know, this new crafted set as made some waves and certainly upset a few people. After testing it myself on various builds and getting a decent feel for it I can honestly say it,s strong, and it does a good job at bringing down some of these extra tanky builds, but it's like using a air raid for one building. Sure you get the intended target, but you also kill the whole city block while doing it. Lighter builds struggle so much against this, and it's so strong most people will be rocking it, and most will be or at least will feel like they are going to be forced to wear heavy armor with it too, so build diversity will suffer as a result. Not that, that matters too much to some people. But I would like to make a suggestion, this isn't a call for a nerf, because I think a tank buster set is a good idea.

    So, to the meat of the conversation topic. What I want to suggest is that the set still increase your pen, but at a adjust rate. We have one of two options available to us here. Option 1, being a flat percentage loss on the target, and option 2, a scaling rate of resistance loss based on your targets max resistance.

    Option 1, is to me the best option available to us, as it's flat rate, easier to calculate, easier to build with, and much easier to adjust if adjustments are needed. The fact that it's a percentage means that it hits higher resistance builds then it does lower ones. So all these tanks that have become meta have a solid counter without crushing lighter builds. The principle is simple, to throw some arbitrary numbers out for the sake of a example, 10% of 1000 is 100, and 10% of 100 is 10, so the higher the resist, the more you lose, and the lower, the less you lose. All are still affected by it, but the intended target takes the brunt.

    Option 2 is simple, but to me, the least viable. I feel like adding a additional calculation like this to the servers processor would just be a bad move, I am no coder so I can't really say for sure, it's just how it seems to me. But it's straight forward in concept, and punishes tanks without stripping all defense from lighter builds. The target would lose more resistance based on how much they currently have when struck. So of course the tanks lose more then say a medium armor NB or light armor Warden. Again, I don't know how to add mechanics to games or anything, so this could be the better option of the two, but I think Occam's Razor suggests the option 1 is our best bet.

    both of these would be rough on a server. especially if a ball of AD zerg is all wearing them. i think what is most important is that they change how the set is proc'd rather than how much pen it has. too much of pvp is focused around off balance right now. currently all tank builds that would utilize this are running dizzy swing or an off balance move and depend on it more so than non tank builds. simply change what procs it to something other than off balance and then tank builds can't really use it anymore without sacrificing skills to do so. like for example you don't see tank builds really running clever alchemist right now do you. they simply just have to change what procs the pen and the set could be really good imo.
    Edited by nublife01 on April 24, 2020 1:39AM
  • Davadin
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    just cut the pen bonus in half. end of story. move on.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Qbiken
    Qbiken
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    I think it's fine honestly. Super strong, but it doesn't buff your heals and its up time isn't that great. My only concern is that werewolves are going to 1-shot everyone with this set due to its fear setting people off balance.

    Werewolfs will be 1 shot before they can do anything anyway so you don't have to worry about that.....
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