You can't remember back before Greymoor? Yes, the base crit resistance is relatively new.AgentUriel wrote: »AgentUriel wrote: »I get the complaints about malacath but...
Didn't impen trait on armor get nerfed by about 40%? Doesn't that mean that crit builds just do more damage now without being directly buffed?
Why isn't there any mention about that?
Everyone got free innate 1350 impen, so many ppl got more impen these days then before.
Dude I can't remember that far back but ppl having innate crit resist isn't anything new...
Your observation seems rather pointless. Also from my friends that PvP more than me they prefer to get their crit resist up to 3k. You can't do that in no cp. Crit is still viable (indirectly buffed).
Crit damage is not "free." In order to have a viable crit build, especially in no CP, you have to give up a good bit of raw stats like stamina/health/magicka, sustain, weapon/spell damage, penetration, and/or mitigation. With proc sets you give up much less because you don't have to build into crit rate and crit damage. (This is especially true on stamina builds, as stam proc sets are just out of control.)Just to be clear, I'm referring to the nerfs mentioned in the below "U28 Combat Preview & Developer Update" excerpt — both the changes already made and the ones that are forthcoming.
Saying that "Critical Damage, Critical Chance, and Critical Resist ... naturally balances itself in PvP scenarios" is just inane. There's nothing "natural" about changing Impen trait effectiveness multiple times, adding in a base crit resistance, and carefully adjusting sets that change crit resistance — those are calculated tweaks aimed at a specific result. If crits in PVP are already "balanced," [spoiler: they aren't] an across the board nerf to crit chance/damage/etc directed at CP PVE will not "naturally balance itself" in PVP — crit resistance must necessarily be altered as well.
Personally, I feel that crit resistance is already too easily available without building for it, while you have to compromise quite a bit to have an effective crit build. Nerfing critical rate/damage further will only cement Malacath as BIS for most builds in no CP, and maybe even CP.
Well it is about time they addressed all the FREE damage the crit stackers have been getting. In PVP, I hear all the time the problem with Proc sets is it is Free damage but crit damage is very much worse and these seem like good changes.
I think they are right about PVE too because many min/maxers just stack crit bonus gear to maximize DPS and it is pretty boring. I don't know what their spreadsheet says but normal damage should be increased overall and crit damage should be capped at like 50% above normal. I don't think they envisioned having crit damage being 2-4 times normal damage.
No amount of crit rate/damage compares to firing off one ability that also sets off multiple procs (for instance Poison Injection proccing Sheer Venom (9k), Syvarra's Scales (10k+) and Venomous Smite (22k+). Building for crit is quite a balancing act and for the most part a frustrating, thankless process.
Crit damage is not "free." In order to have a viable crit build, especially in no CP, you have to give up a good bit of raw stats like stamina/health/magicka, sustain, weapon/spell damage, penetration, and/or mitigation. With proc sets you give up much less because you don't have to build into crit rate and crit damage. (This is especially true on stamina builds, as stam proc sets are just out of control.)Just to be clear, I'm referring to the nerfs mentioned in the below "U28 Combat Preview & Developer Update" excerpt — both the changes already made and the ones that are forthcoming.
Saying that "Critical Damage, Critical Chance, and Critical Resist ... naturally balances itself in PvP scenarios" is just inane. There's nothing "natural" about changing Impen trait effectiveness multiple times, adding in a base crit resistance, and carefully adjusting sets that change crit resistance — those are calculated tweaks aimed at a specific result. If crits in PVP are already "balanced," [spoiler: they aren't] an across the board nerf to crit chance/damage/etc directed at CP PVE will not "naturally balance itself" in PVP — crit resistance must necessarily be altered as well.
Personally, I feel that crit resistance is already too easily available without building for it, while you have to compromise quite a bit to have an effective crit build. Nerfing critical rate/damage further will only cement Malacath as BIS for most builds in no CP, and maybe even CP.
Well it is about time they addressed all the FREE damage the crit stackers have been getting. In PVP, I hear all the time the problem with Proc sets is it is Free damage but crit damage is very much worse and these seem like good changes.
I think they are right about PVE too because many min/maxers just stack crit bonus gear to maximize DPS and it is pretty boring. I don't know what their spreadsheet says but normal damage should be increased overall and crit damage should be capped at like 50% above normal. I don't think they envisioned having crit damage being 2-4 times normal damage.
No amount of crit rate/damage compares to firing off one ability that also sets off multiple procs (for instance Poison Injection proccing Sheer Venom (9k), Syvarra's Scales (10k+) and Venomous Smite (22k+). Building for crit is quite a balancing act and for the most part a frustrating, thankless process.
Crit damage has been insanely high for a long time to the point where it made PVP totally insufferable for newbies. And PVE DPS is very boring for build/rotations. I have been testing some of these proc sets and sheer venom for instance is ALWAYS less DPS than light attack (even when like me your LA weaving is about 75%). So light attack does MORE Free damage than sheer venom and doesn't have a cooldown.
Also look at any 80-90K 'dummy parse' the crit damage is 3 to 4 TIMES the normal damage. If you call proc damage FREE then crit damage is also FREE obviously. I don't like the term actually, just trying to highlight how silly this argument is. I've been playing BG 10 times daily for several weeks and actually find it much more fun that very few people can instantly kill others. It's more fun than the stat/dmg/crit stacking meta that is just boring. Hopefully the Devs continue on this path.
Crit damage is not "free." In order to have a viable crit build, especially in no CP, you have to give up a good bit of raw stats like stamina/health/magicka, sustain, weapon/spell damage, penetration, and/or mitigation. With proc sets you give up much less because you don't have to build into crit rate and crit damage. (This is especially true on stamina builds, as stam proc sets are just out of control.)Just to be clear, I'm referring to the nerfs mentioned in the below "U28 Combat Preview & Developer Update" excerpt — both the changes already made and the ones that are forthcoming.
Saying that "Critical Damage, Critical Chance, and Critical Resist ... naturally balances itself in PvP scenarios" is just inane. There's nothing "natural" about changing Impen trait effectiveness multiple times, adding in a base crit resistance, and carefully adjusting sets that change crit resistance — those are calculated tweaks aimed at a specific result. If crits in PVP are already "balanced," [spoiler: they aren't] an across the board nerf to crit chance/damage/etc directed at CP PVE will not "naturally balance itself" in PVP — crit resistance must necessarily be altered as well.
Personally, I feel that crit resistance is already too easily available without building for it, while you have to compromise quite a bit to have an effective crit build. Nerfing critical rate/damage further will only cement Malacath as BIS for most builds in no CP, and maybe even CP.
Well it is about time they addressed all the FREE damage the crit stackers have been getting. In PVP, I hear all the time the problem with Proc sets is it is Free damage but crit damage is very much worse and these seem like good changes.
I think they are right about PVE too because many min/maxers just stack crit bonus gear to maximize DPS and it is pretty boring. I don't know what their spreadsheet says but normal damage should be increased overall and crit damage should be capped at like 50% above normal. I don't think they envisioned having crit damage being 2-4 times normal damage.
No amount of crit rate/damage compares to firing off one ability that also sets off multiple procs (for instance Poison Injection proccing Sheer Venom (9k), Syvarra's Scales (10k+) and Venomous Smite (22k+). Building for crit is quite a balancing act and for the most part a frustrating, thankless process.
Crit damage has been insanely high for a long time to the point where it made PVP totally insufferable for newbies. And PVE DPS is very boring for build/rotations. I have been testing some of these proc sets and sheer venom for instance is ALWAYS less DPS than light attack (even when like me your LA weaving is about 75%). So light attack does MORE Free damage than sheer venom and doesn't have a cooldown.
Also look at any 80-90K 'dummy parse' the crit damage is 3 to 4 TIMES the normal damage. If you call proc damage FREE then crit damage is also FREE obviously. I don't like the term actually, just trying to highlight how silly this argument is. I've been playing BG 10 times daily for several weeks and actually find it much more fun that very few people can instantly kill others. It's more fun than the stat/dmg/crit stacking meta that is just boring. Hopefully the Devs continue on this path.
Crit damage is not "free." In order to have a viable crit build, especially in no CP, you have to give up a good bit of raw stats like stamina/health/magicka, sustain, weapon/spell damage, penetration, and/or mitigation. With proc sets you give up much less because you don't have to build into crit rate and crit damage. (This is especially true on stamina builds, as stam proc sets are just out of control.)Just to be clear, I'm referring to the nerfs mentioned in the below "U28 Combat Preview & Developer Update" excerpt — both the changes already made and the ones that are forthcoming.
Saying that "Critical Damage, Critical Chance, and Critical Resist ... naturally balances itself in PvP scenarios" is just inane. There's nothing "natural" about changing Impen trait effectiveness multiple times, adding in a base crit resistance, and carefully adjusting sets that change crit resistance — those are calculated tweaks aimed at a specific result. If crits in PVP are already "balanced," [spoiler: they aren't] an across the board nerf to crit chance/damage/etc directed at CP PVE will not "naturally balance itself" in PVP — crit resistance must necessarily be altered as well.
Personally, I feel that crit resistance is already too easily available without building for it, while you have to compromise quite a bit to have an effective crit build. Nerfing critical rate/damage further will only cement Malacath as BIS for most builds in no CP, and maybe even CP.
Well it is about time they addressed all the FREE damage the crit stackers have been getting. In PVP, I hear all the time the problem with Proc sets is it is Free damage but crit damage is very much worse and these seem like good changes.
I think they are right about PVE too because many min/maxers just stack crit bonus gear to maximize DPS and it is pretty boring. I don't know what their spreadsheet says but normal damage should be increased overall and crit damage should be capped at like 50% above normal. I don't think they envisioned having crit damage being 2-4 times normal damage.
No amount of crit rate/damage compares to firing off one ability that also sets off multiple procs (for instance Poison Injection proccing Sheer Venom (9k), Syvarra's Scales (10k+) and Venomous Smite (22k+). Building for crit is quite a balancing act and for the most part a frustrating, thankless process.
Crit damage has been insanely high for a long time to the point where it made PVP totally insufferable for newbies. And PVE DPS is very boring for build/rotations. I have been testing some of these proc sets and sheer venom for instance is ALWAYS less DPS than light attack (even when like me your LA weaving is about 75%). So light attack does MORE Free damage than sheer venom and doesn't have a cooldown.
Also look at any 80-90K 'dummy parse' the crit damage is 3 to 4 TIMES the normal damage. If you call proc damage FREE then crit damage is also FREE obviously. I don't like the term actually, just trying to highlight how silly this argument is. I've been playing BG 10 times daily for several weeks and actually find it much more fun that very few people can instantly kill others. It's more fun than the stat/dmg/crit stacking meta that is just boring. Hopefully the Devs continue on this path.
Those newbs still get slaughtered by procsets and mala users nothing has changed.
Just another example of zeni balancing around the lowest common denominator and not actually reaching their goal.
They don't seem to grasp that it doesn't matter what they do, a lot of people play pvp and pve seriously, constantly nerfing high end players is pointless as we will always find the most broken stuff to abuse.
This game needs a mentoring system for players that want to get into endgame, not Zos trying to give them 50k dps for light attacking once on a bow.
Alchimiste1 wrote: »@Merforum try converting the damage you get from sheer venom into weapon damage and then convince us sheer venom isnt over performing
Alchimiste1 wrote: »@Merforum try converting the damage you get from sheer venom into weapon damage and then convince us sheer venom isnt over performing
Stat/Damage/Crit builds are so boring but still can outperform most other builds. Proc sets are not OP at all, at most they add a little extra pressure to the 1vXers, which is a good thing. But like I said there are sets I'm testing that give much more damage than caluu, sheer venom consistently.
And as I said you don't use malacath with caluu because proc requires crit, plus 2 bonuses are crit, those together is a waste. A LA plus poison inject does more damage than poison inject with sheer venom so a 'Good player' who can do LA weave should outperform any newbie who can't do that yet. And keep in mind LA can be done every second (actually less than an second with weaving), but Procs all have cooldowns.
Stat/Damage/Crit builds are so boring but still can outperform most other builds. Proc sets are not OP at all, at most they add a little extra pressure to the 1vXers, which is a good thing. But like I said there are sets I'm testing that give much more damage than caluu, sheer venom consistently.
And as I said you don't use malacath with caluu because proc requires crit, plus 2 bonuses are crit, those together is a waste. A LA plus poison inject does more damage than poison inject with sheer venom so a 'Good player' who can do LA weave should outperform any newbie who can't do that yet. And keep in mind LA can be done every second (actually less than an second with weaving), but Procs all have cooldowns.
Yeah instead of being unable to crit they should change Malacath to reduce crit damage by 50%.
Snow Treaders need a similar change, instead of being unable to sprint it should just increase sprint cost by 200% or something.