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False God Nerf: From a Mid-Tier Player Perspective

Soullise
Soullise
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I recently started getting into trial content once quarantine hit. It was a slow process, but I was able to get my DPS high enough that trial guilds let me run with them.
Now, I would consider myself a mid-tier player with mid-tier APM. I'm no god player hitting 0.9 la/s with infinite sustain. Nor am I a super new player that only ever light-attacks.
It took a pretty long time, but I finally managed to get a set of PFG. I was fairly disappointed to find out all False God was getting a nerf.

Then I saw that the reason: to better mirror the power Vicious Ophidian as the perfected version of Quick Serpent.
Correct me if I am wrong on these:
* Magicka based abilities usually costs more than stamina
* Stamina abilities usually deal more damage than on Magicka
* Blood for Blood is getting nerfed
* Hollofang is getting nerfed

So you (devs) are nerfing False Gods even though the sustain on magicka classes is bad (w/o blood for blood- which you are nerfing) even with synergies, and mag does less damage than stam but they're taking away spell damage bonus on false god...to make it closer to a stamina set which doesn't have a weapon damage bonus because stam does more damage inherently...

Lets assume I am wrong about above:
Some of you might be saying, "yeah certain classes can inherently sustain and do not need the additional line of magicka nor do they need the spell damage, it's just a 1%-3% drop in DPS."

First, this ignores the stupid reason they are nerfing False God. They want it similar to a fossil set and ignores inherent differences between magicka and stamina playstyles and the increased difficulties of newer trials over old ones.

Second, certain classes can infinitely sustain. I play on magicka dragonknight and without blood for blood or false god, my sustain would be actual garbage. I do not understand why they do not just nerf other classes with infinite sustain rather than punishing single classes. I understand magDK was really good a while ago due to a bug in the game, but even after the last nerf it is still a fun class to play, I do not want it to become the new nerfblade.

Third, just a 1%-3% drop in DPS can be the difference in being allowed to participate in trials. Just like real life, people want more dps better players. This affects mid-tier players like me more than it will affect the elitists.

Remember when ZOS was trying to implement the heavy attack builds to close the gap between newer players and end-game players? Well, looks like with these changes they're going in the opposite direction. "Bigger gaps" - ZOS devs

  • seerevaloc
    seerevaloc
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    "Bigger gaps" - ZOS devs
    Already happened the day they've introduced Thrassian Stranglers. Even mid-tier groups now targeting Godslayer. And 1-2 of them I know around me already got with stranglers which previously tot-DPS wasn't allowing them to speed clear. With blood-for-blood sustain hit to whole another level. I think they're trying to balance this somehow, DPS in Greymoor is super broken. But after the fix, those who didn't get their Godslayer, Dawnbringer, etc. will miss the train until next time.

    just a 1%-3% drop in DPS
    I don't think it's a big deal. Most of Veteran Sunspire raid leaders are not asking more than 60-65k'ish DPS as a base, and fair knowledge of mechanics. If you're hitting 65k and after nerf, it'll drop to 63k this won't affect you as much as you think. Still valid and work.

    certain classes can infinitely sustain
    If you can address these certain classes let me know please, I'd gladly roll to a class with infinite sustain.

    They want it similar to a fossil set
    False God has been introduced as Mag-Mirror of VO. They don't see it as a fossil set just because it is old :-)
    A similar mentality goes here between Olorime & Spellpower Cure.

    Stamina abilities usually deal more damage than on Magicka
    No. Magicka Warden hits 100k. Magicka Templar hits 94k. Magicka Nightblade hits 94k. I don't think Stamina doing better DPS at all, especially nowadays :smile:

    Regards,

  • Soullise
    Soullise
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    seerevaloc wrote: »
    Already happened the day they've introduced Thrassian Stranglers. Even mid-tier groups now targeting Godslayer. And 1-2 of them I know around me already got with stranglers which previously tot-DPS wasn't allowing them to speed clear. With blood-for-blood sustain hit to whole another level. I think they're trying to balance this somehow, DPS in Greymoor is super broken. But after the fix, those who didn't get their Godslayer, Dawnbringer, etc. will miss the train until next time.


    I'm not sure why you bought up Thrassians considering it is getting a slight nerf and not everyone uses it in a trial. I personally do not have an issue with Thrassian and Blood for Blood getting nerfed.

    seerevaloc wrote: »
    If you can address these certain classes let me know please, I'd gladly roll to a class with infinite sustain..

    I can not confirm that there is a class with infinite sustain, I think ZOS devs would call it infinite sustain because at trial settings you're supposedly not losing resources because of the buffs.

    seerevaloc wrote: »
    False God has been introduced as Mag-Mirror of VO. They don't see it as a fossil set just because it is old :-)
    A similar mentality goes here between Olorime & Spellpower Cure.

    I called it a fossil set not because it is old, but because it is from a location that is significantly more easy to complete and obtain than newer locations such as Sunspire and Cloudrest (on veteran). They are essentially nerfing items and not nerfing content.
    seerevaloc wrote: »
    No. Magicka Warden hits 100k. Magicka Templar hits 94k. Magicka Nightblade hits 94k. I don't think Stamina doing better DPS at all, especially nowadays :smile:
    seerevaloc wrote: »

    Fair point. Thanks for the correction.
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