BalticBlues wrote: »There is a LIMIT for all of us tanks, and if ZOS now reduces what we can hold as tank by lowering our resources, it reduces the amount of LOWER CP people we can pug with.
Calypso589 wrote: »@BalticBlues These people probably only play with CP810-friends/guildies where they can rely on synergies, not CPxxx pugs.
Not really.
Lemme be clear, it's a mistake to place all of your reliance on synergies OR a monster set to be able to sustain yourself.
CP has nothing to do with synergy consistency. I'm not magically receiving more synergies from an 810 then I would a 450.No, sometimes in vDLC and Trials, you need to keep a block, at least in HM.
Sometimes you only may have time to pick up a synergy, not a full heavy attack.
There's time for either/or. You, the player, just need to learn to identify when those times are because they are there. There is no boss in this game that is attacking you 100% of the time.btw: You seem to have a very high opinion about yourself.For me as just a good player, the consequence of the tank-set-nerfs will be that I have to stop pugging newer vDLC.
It's veteran. It's supposed to be hard. A single monster set should not be the thing that makes or breaks your ability to perform at that level.
If it is, then you're managing your resources poorly.
Stonkeeper getting nerfed is just going to shine a brighter light on that fact.
BalticBlues wrote: »Look again. Most of the last pages are coming just from you.Calypso589 wrote: »It's 4 pages of the same 3 or 4 people talking.Sorry, but to me it seems more like there is this one guy who believes the world is spinning all around him.Calypso589 wrote: »There's a vast amount of people that agree with one another on the idea that the earth is flat
Let me guess, you are probably in your 20's, you are a fast thinker and you play video games better than most people do. However, imagine, no matter what you will do and how good you are now, even a gaming-god like you will be aging, and when you will be in your 50's some day, and when you got slower, and when you then meet that one guy in his 20's who tells you to think faster, you will recognize that most of the world does not consist of people in their prime.
Finally: Even being an old guy, I can do vDLC content with my CP810 friends. However, in a LOWER CP pug which is not burning through the content, there is a limit of what a tank can hold. Holding a ONE-SHOT-BOSS alone may still be ok with the nerfed tank sets, but holding a ONE-SHOT-BOSS plus x mobs will be not. There is a LIMIT for all of us tanks, and if ZOS now reduces what we can hold as tank by lowering our resources, it reduces the amount of LOWER CP people we can pug with.
Instead of "lowering the gap", as ZOS announced, by nerfing Tanks in PvE ZOS is raising the gap. To a point where CP810 people just won't PUG vDLC anymore or kick lower CP players from it.
Calypso589 wrote: »@montiferus For those sets that were nerfed I think its pretty clear they want to push people toward the mind numbing grind for Antiquities.
*sigh*
This stupid reasoning again.
I'm gonna quote myself here.Bloodlord's Embrace: Totally outperformed by the skill "Balance." This set will not be used whatsoever by serious PvE tanks. Zero reason to replace current preferred monster sets to slot this chest piece. Potential PvP applications but I haven't heard much murmuring about that. Probably because Balance's resource return and Major Buff is also great in PvP.
Malacath's Band of Brutality: Complete removal of crit chance flies in the face of the current crit meta so once again, this is a ring that will not be slot at all by PvE DPS. Noone's even talking about it. Current monster set preference will remain.
Ring of the Wild Hunt: Gathering in the overworld will be faster. Scroll runners in Cyrodiil may slot this. Battleground Applications are up in the air. Useless in PvE dungeons/Trials. Current monster set preferences will remain.
Snow Treaders: Again, another set that has way more PvP potential than PvE. Current monster set preferences will remain the same. In PvP? I suppose that depends on the game type. These'll be great in Chaosball.
Thrassian Stranglers: This is the ONLY set that magicka compositions will start every trial with as the damage is so good. Depending on how sweaty your group is you'll either reset the instance upon a wipe, or you'll just swap to a non-thrassian build. So depending on how your group decides to operate..........current monster set preferences will remain the same.
Torc of Tonal Consistency: Do I even need to discuss why this one is useless? Current monster set preferences will remain the same.
====================================
So please. Tell me again exactly how it's adding up that these monster set nerfs are designed to push their mythic items?
I repeat: How is anyone concluding that there is a relationship between the monster set nerfs and these ridiculously niche mythic items?
Hello?
Calypso589 wrote: »@BalticBlues These people probably only play with CP810-friends/guildies where they can rely on synergies, not CPxxx pugs.
Not really.
Lemme be clear, it's a mistake to place all of your reliance on synergies OR a monster set to be able to sustain yourself.
CP has nothing to do with synergy consistency. I'm not magically receiving more synergies from an 810 then I would a 450.No, sometimes in vDLC and Trials, you need to keep a block, at least in HM.
Sometimes you only may have time to pick up a synergy, not a full heavy attack.
There's time for either/or. You, the player, just need to learn to identify when those times are because they are there. There is no boss in this game that is attacking you 100% of the time.btw: You seem to have a very high opinion about yourself.For me as just a good player, the consequence of the tank-set-nerfs will be that I have to stop pugging newer vDLC.
It's veteran. It's supposed to be hard. A single monster set should not be the thing that makes or breaks your ability to perform at that level.
If it is, then you're managing your resources poorly.
Stonkeeper getting nerfed is just going to shine a brighter light on that fact.
@Kidgangster101 Bro it's the point they are trying it. Why else did all these monster sets get butchered?
You clearly don't do hard content on a tank btw if you think you have time to get 1-2 heavy attacks off pretty often lol.
IT ISNT THAT THE NEW MYTHIC ITEMS GOOD FOR TANKS, ITS THE FACT THAT ZOS NERFED MONSTER SETS JUST BECAUSE THEY ARE COMING OUT.
Calypso589 wrote: »@BalticBlues These people probably only play with CP810-friends/guildies where they can rely on synergies, not CPxxx pugs.
Not really.
Lemme be clear, it's a mistake to place all of your reliance on synergies OR a monster set to be able to sustain yourself.
CP has nothing to do with synergy consistency. I'm not magically receiving more synergies from an 810 then I would a 450.No, sometimes in vDLC and Trials, you need to keep a block, at least in HM.
Sometimes you only may have time to pick up a synergy, not a full heavy attack.
There's time for either/or. You, the player, just need to learn to identify when those times are because they are there. There is no boss in this game that is attacking you 100% of the time.btw: You seem to have a very high opinion about yourself.For me as just a good player, the consequence of the tank-set-nerfs will be that I have to stop pugging newer vDLC.
It's veteran. It's supposed to be hard. A single monster set should not be the thing that makes or breaks your ability to perform at that level.
If it is, then you're managing your resources poorly.
Stonkeeper getting nerfed is just going to shine a brighter light on that fact.
I read thru your posts and I'm not going to say that you are completely wrong about everything. But maybe look at this from another angle, at least in regards to Tanking.
There is the way things *should* work, yes. However, in pug groups especially it rarely happens. I've run 4 man as DPS Tank for years now and each run Normal/Vet I expect to carry. So when I get into a conversation with a buddy of mine who runs a professional Trial Guild or when just simply talking in Zone/Guild chat, people of that caliber think I'm crazy for my style of Tanking + DPS and the builds I use. Yet, I have to make up for everyone else not performing their role properly.
So, very rarely when I queue for a group do I get a proper group. Therefore, no I cannot be a proper, Traditional Tank, resource manage properly or get healed properly for most of the time because that kind of Tank is only as good as the group itself. Therefore if you run a pug group whose maybe new to the game, unprepared, no experience, no food/drink even (lol), whichever, then that type of group does not need a Traditional Tank they need something improvised. And that's why we care so much about the bizarre changes to the monster sets, as these are easy 2 pc sets that help make improvised builds possible and helpful for everyone. Not to mention the critical importance of weaving synergy between all components of an improvised build, then tieing that into your actions also. Sets, skills, abilities, you have to leverage everything.
That's why the loss of Elf Bane + Zaan is so bad because since I've had to move off it, it's become harder to carry 4 man group and make up for weak, inexperienced or possibly just incompetent DPS. And if it reaches the point where my Tank can't generate enough DPS then runs will take longer than necessary or may not even be doable at all. It's these same ppl that I carry who ultimately, will lose out as by now I have everything I need, for the most part. There's a real world out there and my life also so I just don't have time to train or explain fundamental, semi-obvious things to every player and then get them to go get the proper setup and set to use for every run. That's just not reasonable. Technically carrying them isn't helping them either yet getting the run over in a reasonable, timely manner, enabling me to get what I need too, is more important to me than fixing someone else's problem(s).
And then you take what I said above, understanding how a large portion of the player base is and then imagine a much more difficult situation where the Tank can literally do nothing but block and try to survive, especially if you have a deadbeat healer. You're screwed. Especially if the DPS has no idea what they're doing, it's all over.
Calypso589 wrote: »Calypso589 wrote: »@BalticBlues These people probably only play with CP810-friends/guildies where they can rely on synergies, not CPxxx pugs.
Not really.
Lemme be clear, it's a mistake to place all of your reliance on synergies OR a monster set to be able to sustain yourself.
CP has nothing to do with synergy consistency. I'm not magically receiving more synergies from an 810 then I would a 450.No, sometimes in vDLC and Trials, you need to keep a block, at least in HM.
Sometimes you only may have time to pick up a synergy, not a full heavy attack.
There's time for either/or. You, the player, just need to learn to identify when those times are because they are there. There is no boss in this game that is attacking you 100% of the time.btw: You seem to have a very high opinion about yourself.For me as just a good player, the consequence of the tank-set-nerfs will be that I have to stop pugging newer vDLC.
It's veteran. It's supposed to be hard. A single monster set should not be the thing that makes or breaks your ability to perform at that level.
If it is, then you're managing your resources poorly.
Stonkeeper getting nerfed is just going to shine a brighter light on that fact.
I read thru your posts and I'm not going to say that you are completely wrong about everything. But maybe look at this from another angle, at least in regards to Tanking.
There is the way things *should* work, yes. However, in pug groups especially it rarely happens. I've run 4 man as DPS Tank for years now and each run Normal/Vet I expect to carry. So when I get into a conversation with a buddy of mine who runs a professional Trial Guild or when just simply talking in Zone/Guild chat, people of that caliber think I'm crazy for my style of Tanking + DPS and the builds I use. Yet, I have to make up for everyone else not performing their role properly.
So, very rarely when I queue for a group do I get a proper group. Therefore, no I cannot be a proper, Traditional Tank, resource manage properly or get healed properly for most of the time because that kind of Tank is only as good as the group itself. Therefore if you run a pug group whose maybe new to the game, unprepared, no experience, no food/drink even (lol), whichever, then that type of group does not need a Traditional Tank they need something improvised. And that's why we care so much about the bizarre changes to the monster sets, as these are easy 2 pc sets that help make improvised builds possible and helpful for everyone. Not to mention the critical importance of weaving synergy between all components of an improvised build, then tieing that into your actions also. Sets, skills, abilities, you have to leverage everything.
That's why the loss of Elf Bane + Zaan is so bad because since I've had to move off it, it's become harder to carry 4 man group and make up for weak, inexperienced or possibly just incompetent DPS. And if it reaches the point where my Tank can't generate enough DPS then runs will take longer than necessary or may not even be doable at all. It's these same ppl that I carry who ultimately, will lose out as by now I have everything I need, for the most part. There's a real world out there and my life also so I just don't have time to train or explain fundamental, semi-obvious things to every player and then get them to go get the proper setup and set to use for every run. That's just not reasonable. Technically carrying them isn't helping them either yet getting the run over in a reasonable, timely manner, enabling me to get what I need too, is more important to me than fixing someone else's problem(s).
And then you take what I said above, understanding how a large portion of the player base is and then imagine a much more difficult situation where the Tank can literally do nothing but block and try to survive, especially if you have a deadbeat healer. You're screwed. Especially if the DPS has no idea what they're doing, it's all over.
None of the changes here are so bad that you can't improvise a setup like you're describing.
But nerfed sets aren't even the problem here.
Not segregating base game dungeons from DLC dungeons is the problem.
When I level a new toon I stop using the dungeon finder at level 45 because that's when the DLC dungeons are introduced into the mix.
That's a huge nope from me. Full stop.
It's a terrible terrible terrible idea to PUG vet scalecaller, Depths of maltar, Bloodroot forge, etc.....absolutely awful idea.
So my advice to people struggling with PUGs is to actually participate in the MM part of MMO.
Join. A. Guild. There's literally no excuse not to. There's one out there for everyone.
@Nagastani In certain veteran content (not necessarily hm) there are situations where a Tank cannot leave a blocked state.
I liked using Engine Guardian and that was a problem with using that because while blocking I'm not able to use many abilities so I have to look for other things to help with this instead.
Calypso589 wrote: »@Nagastani In certain veteran content (not necessarily hm) there are situations where a Tank cannot leave a blocked state.
If you're not being heavy attacked (Dissident Blow from Symphony of Blades for ex.) then you actually don't need to have block up indefinitely.I liked using Engine Guardian and that was a problem with using that because while blocking I'm not able to use many abilities so I have to look for other things to help with this instead.
Serious question: Do you know about block-casting? There are numerous self sustain abilities that are available to every class of tank that can be cast without actually dropping block. You just cast them while your finger is held down on block.
It could be a coincidence that in the same patch they add mythic items and update arena weapons (and make us re-grind them) they nerf tons of useful monster sets...
Then again its probably not a coincidence. ZoS hasn't earned the benefit of any doubt.
Iron_Blurr wrote: »Calypso589 wrote: »You have to buy warden class with crowns. So that is two classes with access to it behind a pay wall.
I’m sorry that you’re in a position where paying a 1 time fee of 15 dollars for content you’re not inherently entitled to is too much for you. 🤷🏻♂️
I was under the impression that everyone was satisfied with getting both the warden AND necro when they bought Elsweyr or that they were satisfied with buying just the class if the chapter itself wasn’t to their liking.
But I guess it’s a really big issue that you’re bringing up.
A major issue indeed. 👍🏻
A lot sets that are used in PvP come from DLC you have to pay for as well. Are you complaining about those too?
How far down the rabbit hole does the “I hate paying for goods” argument go? 🤔🤔
Dont be dense. Respect his arguments instead of straw manning them. Here I'll give you an example of the kind of BS zos pulls.
They removed minor toughness from war horn to make warden the only source of it. Why do you think they did that? Was that also too broken in pvp? Or maybe just MAYBE they did it to make warden look more appealing to boost sales..
No one is complaining about new classes having access to unique and exclusive things. The crappy part is when they removed things from other classes, skills and set to turn around and re-sell it to us through dlc content.
LuxiasCaelum13 wrote: »Iron_Blurr wrote: »Calypso589 wrote: »You have to buy warden class with crowns. So that is two classes with access to it behind a pay wall.
I’m sorry that you’re in a position where paying a 1 time fee of 15 dollars for content you’re not inherently entitled to is too much for you. 🤷🏻♂️
I was under the impression that everyone was satisfied with getting both the warden AND necro when they bought Elsweyr or that they were satisfied with buying just the class if the chapter itself wasn’t to their liking.
But I guess it’s a really big issue that you’re bringing up.
A major issue indeed. 👍🏻
A lot sets that are used in PvP come from DLC you have to pay for as well. Are you complaining about those too?
How far down the rabbit hole does the “I hate paying for goods” argument go? 🤔🤔
Dont be dense. Respect his arguments instead of straw manning them. Here I'll give you an example of the kind of BS zos pulls.
They removed minor toughness from war horn to make warden the only source of it. Why do you think they did that? Was that also too broken in pvp? Or maybe just MAYBE they did it to make warden look more appealing to boost sales..
No one is complaining about new classes having access to unique and exclusive things. The crappy part is when they removed things from other classes, skills and set to turn around and re-sell it to us through dlc content.
The crappy part is the fact that ZoS has developed a nasty habit of nerfing vanilla thing to make DLC content more appealing, but not only with items, but with, like you pointed out, classes too. They basically slaughtered most of the NB kit to give it to wardens. Because major fracture on a spammable is too strong...except for wardens. Because major expedition is redundant in NB's kit, but wardens sure deserve that, who cares about class archetypes anyway. Passive minor berserk on focus was clearly overpowered, but the flappy wings are ok with that. And not only NB, but other classes too. Remember how DKS were the only ones with projectile inmunity due their wings? Now they not only lost the projectile reflection, but their projectile mitigation is crap compared to warden's shield. Seriously? Dragon wings only have a crappy 50% projectile dmg mitigation and a spinning ice slab negates all projectile damage? Major defile on incap was op, but blastbones has a pass. And with items the list is endless, the first example that comes to my mind is the comparison between viper and venomous smite, which is basically a better version of Viper.
The thing about mythics is not the effects per sé, but how character building will work from now on. Now the most common builds use a 2/5/5 setup, and from there we can find variarions like 2/5/3/arena weapon and etc. The thing is, now with mythics the way building works changes, because if you want to run a mythic in your build you have to give up either a 5 piece set or a monster set. If i wanna run a mythic without monter set i have to use 5/6/mythic, if i want to use a monster set i have to use 2/5/mythic/4 or 2/5/mythic/3. The thing is, i will always lose something. If i use the first setup i'll be optimized to use that mythic, if i use the second setup i'll loose the 5th piece bonus, rendering one of my sets to a mere stat booster, and if i choose to use a 3 piece setup to not leave holes on my build i'll end up with a mediocre effect, since not a single 3 piece set is as powerful as a 5 piece set, with the only notable exception of Potentates.
So yes, the thing isn't about comparing monster sets and mythics based on the effects, obviously, there is no way to compare any monster set with any mythic item, but that's a very narrow-minded vision of the things. The point is, if monst monster sets are rendered useless people will stop building around them and will switch the focus to mythics, and the logical consequence will be to make the DLCs look better.
LuxiasCaelum13 wrote: »Iron_Blurr wrote: »Calypso589 wrote: »You have to buy warden class with crowns. So that is two classes with access to it behind a pay wall.
I’m sorry that you’re in a position where paying a 1 time fee of 15 dollars for content you’re not inherently entitled to is too much for you. 🤷🏻♂️
I was under the impression that everyone was satisfied with getting both the warden AND necro when they bought Elsweyr or that they were satisfied with buying just the class if the chapter itself wasn’t to their liking.
But I guess it’s a really big issue that you’re bringing up.
A major issue indeed. 👍🏻
A lot sets that are used in PvP come from DLC you have to pay for as well. Are you complaining about those too?
How far down the rabbit hole does the “I hate paying for goods” argument go? 🤔🤔
Dont be dense. Respect his arguments instead of straw manning them. Here I'll give you an example of the kind of BS zos pulls.
They removed minor toughness from war horn to make warden the only source of it. Why do you think they did that? Was that also too broken in pvp? Or maybe just MAYBE they did it to make warden look more appealing to boost sales..
No one is complaining about new classes having access to unique and exclusive things. The crappy part is when they removed things from other classes, skills and set to turn around and re-sell it to us through dlc content.
The crappy part is the fact that ZoS has developed a nasty habit of nerfing vanilla thing to make DLC content more appealing, but not only with items, but with, like you pointed out, classes too. They basically slaughtered most of the NB kit to give it to wardens. Because major fracture on a spammable is too strong...except for wardens. Because major expedition is redundant in NB's kit, but wardens sure deserve that, who cares about class archetypes anyway. Passive minor berserk on focus was clearly overpowered, but the flappy wings are ok with that. And not only NB, but other classes too. Remember how DKS were the only ones with projectile inmunity due their wings? Now they not only lost the projectile reflection, but their projectile mitigation is crap compared to warden's shield. Seriously? Dragon wings only have a crappy 50% projectile dmg mitigation and a spinning ice slab negates all projectile damage? Major defile on incap was op, but blastbones has a pass. And with items the list is endless, the first example that comes to my mind is the comparison between viper and venomous smite, which is basically a better version of Viper.
The thing about mythics is not the effects per sé, but how character building will work from now on. Now the most common builds use a 2/5/5 setup, and from there we can find variarions like 2/5/3/arena weapon and etc. The thing is, now with mythics the way building works changes, because if you want to run a mythic in your build you have to give up either a 5 piece set or a monster set. If i wanna run a mythic without monter set i have to use 5/6/mythic, if i want to use a monster set i have to use 2/5/mythic/4 or 2/5/mythic/3. The thing is, i will always lose something. If i use the first setup i'll be optimized to use that mythic, if i use the second setup i'll loose the 5th piece bonus, rendering one of my sets to a mere stat booster, and if i choose to use a 3 piece setup to not leave holes on my build i'll end up with a mediocre effect, since not a single 3 piece set is as powerful as a 5 piece set, with the only notable exception of Potentates.
So yes, the thing isn't about comparing monster sets and mythics based on the effects, obviously, there is no way to compare any monster set with any mythic item, but that's a very narrow-minded vision of the things. The point is, if monst monster sets are rendered useless people will stop building around them and will switch the focus to mythics, and the logical consequence will be to make the DLCs look better.
Now they not only lost the projectile reflection, but their projectile mitigation is crap compared to warden's shield.
@Iron_Blurr Instead they nerf 99% of builds in the game and ask you to pay for it.
And the whole pts cycle basically consists of them ignoring all feedback and proceeding with whatever changes they wanted to make anyways.
Calypso589 wrote: »@Iron_Blurr Instead they nerf 99% of builds in the game and ask you to pay for it.
False. If that were the case then every magicka class wouldn't still be using False God/Mother Sorrow.
Come Greymoor.......they still will be.And the whole pts cycle basically consists of them ignoring all feedback and proceeding with whatever changes they wanted to make anyways.
Agreed.
Mainly because the Kyne's Aegist sets are trash and they haven't so much as acknowledged community feedback about that.
Iron_Blurr wrote: »Calypso589 wrote: »@Iron_Blurr Instead they nerf 99% of builds in the game and ask you to pay for it.
False. If that were the case then every magicka class wouldn't still be using False God/Mother Sorrow.
Come Greymoor.......they still will be.And the whole pts cycle basically consists of them ignoring all feedback and proceeding with whatever changes they wanted to make anyways.
Agreed.
Mainly because the Kyne's Aegist sets are trash and they haven't so much as acknowledged community feedback about that.
Actually you're wrong about them nerfing players builds. They removed the stam and mag regen on vampires and make stage 1 vamp have a 3% cost increase to all non-vampire abilities. And since the vast majority of players were vampire for the passives BY DEFINITION they were nerfed.
Calypso589 wrote: »Iron_Blurr wrote: »Calypso589 wrote: »@Iron_Blurr Instead they nerf 99% of builds in the game and ask you to pay for it.
False. If that were the case then every magicka class wouldn't still be using False God/Mother Sorrow.
Come Greymoor.......they still will be.And the whole pts cycle basically consists of them ignoring all feedback and proceeding with whatever changes they wanted to make anyways.
Agreed.
Mainly because the Kyne's Aegist sets are trash and they haven't so much as acknowledged community feedback about that.
Actually you're wrong about them nerfing players builds. They removed the stam and mag regen on vampires and make stage 1 vamp have a 3% cost increase to all non-vampire abilities. And since the vast majority of players were vampire for the passives BY DEFINITION they were nerfed.
That's not a nerf builds to whatsoever. You could take or leave those passives. It doesn't change anything. They were always "nice" but hardly mandatory to make something work.
You're not even considering what's replaced those vampire passives. You're only whining about what's been taken away.
Consider that when Greymoor drops, Blood for Blood will become the new magicka melee spammable. It costs health so whatever sustain you may have lost with the removal of the OG vampire passives......you're gaining back through Blood for Blood costing virtually nothing.
Even if you're healed while using it you're still hitting like a truck because there's zero cost to using it which means you're using it alot.
The 3% extra cost to abilities in order to use BfB means diddly squat too. That increase is made up for by Hollowfang and/or Worm Cult and then some.
Liko's already got some parses with it in the 70-90k ranges. It's especially good on Magdks running elfbane. Longer DoT's means more Blood for Blood spam.
So no, i'm not wrong. /shrug
@Iron_Blurr Right because passives are not in any way part of a build. I dont wana split hairs here
vast majority of players builds were nerfed.
They lost sustain bonuses and vampires got a cost increase.
All your arguments about blood for blood being strong etc have nothing to do with the that fact.
Besides nothing you just said applies to stamina dps or tanks
or healers
Calypso589 wrote: »@Iron_Blurr Right because passives are not in any way part of a build. I dont wana split hairs here
Then why are you? O.0vast majority of players builds were nerfed.
A loss of 10% resource regen is hardly a nerf. Something getting nerfed implies that the player will actually notice it. Again, being a vampire was not mandatory to make something work. Everything about those OG passives was "nice" but they did not make or break anything.
Anyone saying differently is being dishonest.They lost sustain bonuses and vampires got a cost increase.
Again, if you read what I wrote, you'd see that that cost increase is completely negated by existing magicka builds. Only dedicated vampire builds are gonna take things to rank 4 (assuming those are even viable). Everyone else will hang out at stage 1 to make use of BfB and/or frenzy and be just fine.All your arguments about blood for blood being strong etc have nothing to do with the that fact.
Blood for Blood doesn't cost magicka so concerning sustain, it means everything actually.Besides nothing you just said applies to stamina dps or tanks
To repeat myself once again.........tanks never needed to be vampires. Nor did stamina DPS.
The passives were "nice" and there was no reason not to take them.
But now that they're gone, guess what's gonna happen?
Nothing.
Your build will literally be just as good.or healers
Uh........what? Healers are the ones wearing Hollowfang or Wormcult. Healers should literally be buried in Magicka by default.
@Iron_Blurr Have you ever heard of the term "moving the goalpost"? It's really quite annoying..
Calypso589 wrote: »@Iron_Blurr Have you ever heard of the term "moving the goalpost"? It's really quite annoying..
How about this.
Since i'm the only one explaining myself how about you take a turn and tell me why stamina losing a 10% stam regen passive is apparently such a huge "nerf."
Gonna go watch a stamden parse for 89k on the PTS while I wait for you to respond.
@Iron_Blurr Did I ever say it was a "HUGE" nerf? I said it was a nerf because by definition it is. I never qualified the severity of it. Something doesn't have to be severe for it to exist.
In competitive environments where people act on limits, -10% can mean win or lose.Calypso589 wrote: »A loss of 10% resource regen is hardly a nerf.
BalticBlues wrote: »In competitive environments where people act on limits, -10% can mean win or lose.Calypso589 wrote: »A loss of 10% resource regen is hardly a nerf.
No matter if you are a professional driver, a professional athlete or a professional gamer.
Your boss probably should suggest a -10% cut to your salary. Ok, right? Because it is "hardly a cut"...