Sheezabeast wrote: »Bring other sets up to par with it it. Don't need to nerf everything strong, just bring other things up to its power level.
Sheezabeast wrote: »Bring other sets up to par with it it. Don't need to nerf everything strong, just bring other things up to its power level.
I disagree here. You don't want ZOS running this rat race tweaking sets left right over one item.
Many others have given their input or crunched the numbers and come to the same conclusion that I have; Malacath is simply overtuned. I don't want to see content removed from the game, even if it's a source of contention, but balance must be struck, and as a tank main it's getting really tiresome to be burdened with yet more nerfs because PvP players have found a way to exploit Malacath and heavy armor to maximize their damage and resistances and pay hardly no opportunity cost in doing so. Your average crit build in PvE has tough choices to make; they need to determine how much penetration is being brought to bear against a boss, figure out how much uptime they have on Minor Force and Major Force from Warhorn in order to figure out what the breakpoints for critical damage vs critical chance are and then see which Mundus Stone they need to take, whether Mother's Sorrow or Medusa or Tzogvin's or Advancing Yokeda would be the superior option, etc etc. In PvP? Just slot Malacath, invest absolutely nothing in critical chance or damage and outdamage those that do invest while ignoring an entire amor trait (Impenetrable) and still being able to critically heal. Not to mention that Malacath also boosts proc sets, which critical damage does not. It's pretty frustrating when the solution to many of these issues has been staring us in the face and PvP players that exploit these strategies try to deflect blame on different aspects of the game like tanks in PvE; Malacath needs a nerf from 25% to maybe 20%. Arctic Blast needs to be split up into two skills; no one skill should provide a 25%HP burst heal, a 15%HP heal over time, an AOE DOT with 300% chance to apply Chill, Minor Maim, Minor Brittle for 10% crit damage and Glacial Presence for another 10% critical damage and healing, AND also an unblockable, AOE 4 second stun in one button press. Ludicrous. Streak needs to ramp up in cost by 50% instead of 33% when used in rapid succession to prevent sorcerers from simply waltzing away anytime they don't wish to fight. Mist Form should also ramp up in cost- both allow their users to pick and choose their battles and dictate the course of a fight at little to no risk for themselves. Battle Spirit's penalty to healing should apply to health recovery just like Major/Minor Defile currently do. And both Necro's Ravenous Goliath and Vampire's Blood Scion forms need to be addressed to prevent the ultimate from being used to simply reset the fight entirely and go from halfway dead to full HP. These changes have been a long time coming and the reason they haven't yet been implemented is because the players that are aware of them have leveraged them to their advantage and purposefully let them fly under the radar while throwing other aspects of the game under the bus.
Ok... I've just been looking at this ring, wondering if it was worth using. I've been told by many others it isn't that great, and, here, I'm seeing people asking for it to be nerfed? What's up? How is it powerful? Please advise!
It can stay as it is. The only Nerf I would put into is that it shouldn't work on Procs.
@AyaDark You answered yourself. If you have 3 Procs its hard to hit them at once to balance out the damage from 2+Malacath since your enemy can purge and heal. You would reduce the initial burstdamage which is the biggest problem with the procs because on some you can't even react. If Malacath doesn't work on Procs especially tanks would loose a lot of burst and healing in case of Crimson btw (Crimson heals for all damage done so 25% more damage done means 25% more healing done so you essentially get 50% out of Malacath there). Removing Malcaths effect on Procs would kill 2 problems at once, the tankmeta and the procdamage. Also since Procs can't crit by nature Malacath+2 procs is always bis.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
orion_1981usub17_ESO wrote: »All the mythics should be removed, they were completely determental to the balance of the game. Single item bonuses that reshape the very rules... honestly someone wasn't thinking straight that day.
In any rpg, but mostly d&d it's best to avoid monty haul rewards, and if you do give the players overpowered items that ruin the game the dungeon master must admit his mistake and remove the imbalanced items in the most delicate way.
Same rules need to apply here, or broken up into three piece items sets that give the same benefit. But as singular items they're too great of power for no sacrifice.