Atherakhia wrote: »Let me start by first saying that they really need to rethink the values they've set for some of the major buffs/debuffs. Major Protection, Major Mending, and Major Vuln are each too weak imo.
Atherakhia wrote: »Let me start by first saying that they really need to rethink the values they've set for some of the major buffs/debuffs. Major Protection, Major Mending, and Major Vuln are each too weak imo.
That depends on what the goal is. The game is currently in a strange position. On one end ZOS wants to enable players to play whatever class/race combination they want and still be effective. On the other side they distributed many buffs between classes to keep all the classes relevant. These 2 work against each other and create the situation that you end up with perfect combinations for both Trials and especially 4 Player content. Its also the differenc ebetween rookie and experienced groups to what level tehy have all the Buffs available and becomes an issue for balancing. With reducing the Buffs that much they turning some into the "nice to have" corner. Its nice to have them but your group is not penelized to much if you dont have it.
Since it would limit options for "stacking," changing the flat 10% to instead be Major Protection would in fact be a nerf. And due to the pet bug that I'm always droning on about, it wouldn't be a realistic option to switch morphs in order to utilize Pirate Skeleton.mikey_reach wrote: »Funny because i actually got accused of asking for a buff because of this thread and now you are accusing me of asking for a nerf. Can you elaborate on why you think im asking for a nerf? I did clarify that they wont loose or gain anything so by definition its not a nerf therefore the faulty logic comes from you making the assumption of me asking something that i did not ask for.
Since it would limit options for "stacking," changing the flat 10% to instead be Major Protection would in fact be a nerf. And due to the pet bug that I'm always droning on about, it wouldn't be a realistic option to switch morphs in order to utilize Pirate Skeleton.mikey_reach wrote: »Funny because i actually got accused of asking for a buff because of this thread and now you are accusing me of asking for a nerf. Can you elaborate on why you think im asking for a nerf? I did clarify that they wont loose or gain anything so by definition its not a nerf therefore the faulty logic comes from you making the assumption of me asking something that i did not ask for.
You do realize that no class has as much access to defensive buffs as necro right?
You can extend the logic...
Why should NB get more than major berserk (20% vs 10%) off of Incap, and have it stack as well?
Why should warden get permanent, stacking major berserk for frost and magic damage?
Why should Sorc get permanent. stacking minor berserk and major berserk?
Why should necro get permanent, stacking major/minor berserk for dots? DK for fire?
A bunch of classes get permanent, stacking buffs equal to minor mending, force, and others.
Tons of sets give stacking buffs equal to or higher than the new majors.
And so on. Major/Minor is 10/5%. Every other set, class passive and unnamed source should be adjusted to 8/3%.
Since it would limit options for "stacking," changing the flat 10% to instead be Major Protection would in fact be a nerf. And due to the pet bug that I'm always droning on about, it wouldn't be a realistic option to switch morphs in order to utilize Pirate Skeleton.mikey_reach wrote: »Funny because i actually got accused of asking for a buff because of this thread and now you are accusing me of asking for a nerf. Can you elaborate on why you think im asking for a nerf? I did clarify that they wont loose or gain anything so by definition its not a nerf therefore the faulty logic comes from you making the assumption of me asking something that i did not ask for.
You do realize that no class has as much access to defensive buffs as necro right?
Atherakhia wrote: »Since it would limit options for "stacking," changing the flat 10% to instead be Major Protection would in fact be a nerf. And due to the pet bug that I'm always droning on about, it wouldn't be a realistic option to switch morphs in order to utilize Pirate Skeleton.mikey_reach wrote: »Funny because i actually got accused of asking for a buff because of this thread and now you are accusing me of asking for a nerf. Can you elaborate on why you think im asking for a nerf? I did clarify that they wont loose or gain anything so by definition its not a nerf therefore the faulty logic comes from you making the assumption of me asking something that i did not ask for.
You do realize that no class has as much access to defensive buffs as necro right?
This is true, but why is this a problem? If your argument is that Necromancers have too much defense for their offensive value, then why are Mag Necros abysmal? A better argument could be made that stamina in general (regardless of class) or 2h specifically is overpowered than could be made that Necromancer is just given the huge disparity between Mag and Stam Necros.
Now with that said, I'd be fine with changing the Mender but it needs to come with considerable improvements elsewhere.
Atherakhia wrote: »Since it would limit options for "stacking," changing the flat 10% to instead be Major Protection would in fact be a nerf. And due to the pet bug that I'm always droning on about, it wouldn't be a realistic option to switch morphs in order to utilize Pirate Skeleton.mikey_reach wrote: »Funny because i actually got accused of asking for a buff because of this thread and now you are accusing me of asking for a nerf. Can you elaborate on why you think im asking for a nerf? I did clarify that they wont loose or gain anything so by definition its not a nerf therefore the faulty logic comes from you making the assumption of me asking something that i did not ask for.
You do realize that no class has as much access to defensive buffs as necro right?
This is true, but why is this a problem? If your argument is that Necromancers have too much defense for their offensive value, then why are Mag Necros abysmal? A better argument could be made that stamina in general (regardless of class) or 2h specifically is overpowered than could be made that Necromancer is just given the huge disparity between Mag and Stam Necros.
Now with that said, I'd be fine with changing the Mender but it needs to come with considerable improvements elsewhere.
Because magnecros lack in dps, flaming skull thing is clunky, slow and has an incredibly obvious telegraph. You have abilities with different damage types making something like war maiden useless. The corpse mechanice on deaden pain that gives maj protection works on corpses within 12 meter which means staying in close range to utilize the blastbones corpse.
Atherakhia wrote: »Atherakhia wrote: »Since it would limit options for "stacking," changing the flat 10% to instead be Major Protection would in fact be a nerf. And due to the pet bug that I'm always droning on about, it wouldn't be a realistic option to switch morphs in order to utilize Pirate Skeleton.mikey_reach wrote: »Funny because i actually got accused of asking for a buff because of this thread and now you are accusing me of asking for a nerf. Can you elaborate on why you think im asking for a nerf? I did clarify that they wont loose or gain anything so by definition its not a nerf therefore the faulty logic comes from you making the assumption of me asking something that i did not ask for.
You do realize that no class has as much access to defensive buffs as necro right?
This is true, but why is this a problem? If your argument is that Necromancers have too much defense for their offensive value, then why are Mag Necros abysmal? A better argument could be made that stamina in general (regardless of class) or 2h specifically is overpowered than could be made that Necromancer is just given the huge disparity between Mag and Stam Necros.
Now with that said, I'd be fine with changing the Mender but it needs to come with considerable improvements elsewhere.
Because magnecros lack in dps, flaming skull thing is clunky, slow and has an incredibly obvious telegraph. You have abilities with different damage types making something like war maiden useless. The corpse mechanice on deaden pain that gives maj protection works on corpses within 12 meter which means staying in close range to utilize the blastbones corpse.
All spammables do roughly the same damage for mag, so skulls vs crushing shock really isn't going to make a difference. Stam also don't have a single damage source, so that's really not a reason for mag to be suffering. In fact, most of the damage on Necro is fire damage, so BSW could be used if necessary. Corpse generation also isn't a significant issue at range or melee because the Necro has no movement skill or a real knock back so BBs are going off within range all the time and armor drops a corpse too.
This is what I was getting at... a lot of the strengths of the Necromancer are shared between Mag and Necro and yet no one can say with a straight face that Mag Necro is anything but the absolute worst Mag class in this game by a significant margin. It's almost like stamina in general has significant advantages over mag, and those advantages are independent of the Necromancer class in general. But this is known by most at this point, as this has been Elder Stamina Online for as long as I've been playing and ZOS has shown no indication that will ever change. Not in set disparity or class disparity. At least for PvP.
I'll just say again that I am fine with changing Necro skills but people need to keep in mind that the majority of skills they are seeking to nerf are used by Mag and Stam and will have disparate effects on each.
I see your point and its solid but its a subjective change not so much a nerf. It doesnt have to be a nerf unless you make it that way. Either way this thread was more of a suggestion to stir up some ideas rather than a demand.Since it would limit options for "stacking," changing the flat 10% to instead be Major Protection would in fact be a nerf. And due to the pet bug that I'm always droning on about, it wouldn't be a realistic option to switch morphs in order to utilize Pirate Skeleton.mikey_reach wrote: »Funny because i actually got accused of asking for a buff because of this thread and now you are accusing me of asking for a nerf. Can you elaborate on why you think im asking for a nerf? I did clarify that they wont loose or gain anything so by definition its not a nerf therefore the faulty logic comes from you making the assumption of me asking something that i did not ask for.
You can extend the logic...
Why should NB get more than major berserk (20% vs 10%) off of Incap, and have it stack as well?
Why should warden get permanent, stacking major berserk for frost and magic damage?
Why should Sorc get permanent. stacking minor berserk and major berserk?
Why should necro get permanent, stacking major/minor berserk for dots? DK for fire?
A bunch of classes get permanent, stacking buffs equal to minor mending, force, and others.
Tons of sets give stacking buffs equal to or higher than the new majors.
And so on. Major/Minor is 10/5%. Every other set, class passive and unnamed source should be adjusted to 8/3%.