@Foto1I do not understand what are you talking about. I have 6600 wpd in solo play and can do even more if I want to. damage sets are clearly enhanced in pve. healing sets may be worse
penguin_zombies wrote: »"The effect we expect from this will be an overall buff in PVE territory as many players build for maximum efficiency regarding their stats."
" You must have 38,350 Max Magicka or Stamina to reach the original value of many sets."
Do normal PvE players have that high magicka/stamina? Cause this seems like it was toted as a buff to PvE builds, but you'd need to start hitting almost 40k stam/mag for it to at all be a buff.
Yes.
My mag sorc spell damage with BSW is avg 6.3k max 6.6k with 40k max mag (21m buffed)
PvE trial groups will be buffed as long as they are running both major and minor courage and any sort of decent warhorn uptime.
Healers still run arcane traits so they tend to be higher max mag and lower spell damage than DD.
The only people being nerfed are tanks that run damage proc sets.
It seems that every build that doesn't go ham in one dedicated direction (damage/heal/tanking) is going to get shafted,I do not understand what are you talking about. I have 6600 wpd in solo play and can do even more if I want to. damage sets are clearly enhanced in pve. healing sets may be worse
Narvuntien wrote: »I think there is still time to get them to lower the break-even spell power.
Getting what is needed for stam is good but I think it should be reduced to 4K for spell power scaling.
With only 3.1k spell dmg, I think I'm gonna feel this kinda hard. I'm guessing i'm going to have to change from crit to spell dmg then? I can't think of any other way to get to 5.4k spell dmg.
It seem like that number is way too high. I hope it's adjusted but you know how things go..
YandereGirlfriend wrote: »Ultimately though, it's not hard to get to at least 4k Spell Damage on any build and race/class combination. You have ~3k from simply equipping a gold-level staff and using a potion or ability with Major Sorcery on it. From there, add three Spell Damage glyphs to your jewelry and consider using the Infused Trait on them. That alone will reach 4k Spell Damage which is 75% of scaling for your proc set as well as a very healthy boost to your ability damage and healing.
YandereGirlfriend wrote: »Ultimately though, it's not hard to get to at least 4k Spell Damage on any build and race/class combination. You have ~3k from simply equipping a gold-level staff and using a potion or ability with Major Sorcery on it. From there, add three Spell Damage glyphs to your jewelry and consider using the Infused Trait on them. That alone will reach 4k Spell Damage which is 75% of scaling for your proc set as well as a very healthy boost to your ability damage and healing.
Take a step back for a moment - none of this is easy or accessible for a significant chunk of the player base (hi, by the way). Anything that requires this level of min/maxing and micromanagement is neither easy nor accessible.
Unfortunately, I think that's the point. They believe (not incorrectly, to be fair) that forcing players to min/max to use proc sets, is forcing them to make choices. However, players already are making choices. And many players make choices in character design that aren't about min/maxing. That this isn't recognized or accounted for is beyond tone deaf - it's alarming. Anyone who doesn't min/max around these sets - and especially players who play solo - are just taking a gut punch.
Nah, the choice players like me have to make is more like "do I stay authentic to who I am and just take this gut punch?" or "do I just uninstall this game until they come to their senses?" I mean, the way this game has been going, another six months and they'll realize this was a stupid way to do this.
YandereGirlfriend wrote: »Ultimately though, it's not hard to get to at least 4k Spell Damage on any build and race/class combination. You have ~3k from simply equipping a gold-level staff and using a potion or ability with Major Sorcery on it. From there, add three Spell Damage glyphs to your jewelry and consider using the Infused Trait on them. That alone will reach 4k Spell Damage which is 75% of scaling for your proc set as well as a very healthy boost to your ability damage and healing.
Take a step back for a moment - none of this is easy or accessible for a significant chunk of the player base (hi, by the way). Anything that requires this level of min/maxing and micromanagement is neither easy nor accessible.
Unfortunately, I think that's the point. They believe (not incorrectly, to be fair) that forcing players to min/max to use proc sets, is forcing them to make choices. However, players already are making choices. And many players make choices in character design that aren't about min/maxing. That this isn't recognized or accounted for is beyond tone deaf - it's alarming. Anyone who doesn't min/max around these sets - and especially players who play solo - are just taking a gut punch.
Nah, the choice players like me have to make is more like "do I stay authentic to who I am and just take this gut punch?" or "do I just uninstall this game until they come to their senses?" I mean, the way this game has been going, another six months and they'll realize this was a stupid way to do this.
YandereGirlfriend wrote: »Proc sets can't actually Critically Strike so mixing Critical Chance/Damage bonuses and proc sets is kind of an anti-synergy (unless the proc set is wildly OP like Relequen).
If you're dealing damage primarily with your abilities then focusing on stacking Critical sources is definitely the way to go but if you are relying upon proc sets as your primary source of damage then it will be much more advantageous to stack Weapon/Spell Damage.
YandereGirlfriend wrote: »As I've said before, a player who is unaware of game mechanics is a largely sympathetic figure. The good news for them is that they can learn about the game and the current changes and then adapt their build successfully. But a player that is intentionally making a build that flies in the face of general game mechanics knows exactly what they are doing and thus they are entirely responsible for those choices not leading to success in the game. Unfortunately, this describes many roleplaying builds that are intentionally inefficient at succeeding under the given rules of the game.
FrancisCrawford wrote: »You must have 5,478 Weapon or Spell Damage to reach the original value of many sets.
My standard overland/easy dungeon XP farming build features:
- Grothdarr
- Mad Tinkerer
- Overwhelming Surge
The first character I checked has 3503 Spell Power with Critical Surge active. Other characters might have 2955, as I typically don't chug expensive potions.
Admittedly, I could increase those figures with Spell Power enchantments and a change in Mundus stone -- but as it stands that's quite a nerf. And the CP change is of course another nerf.
In more challenging content I typically use a monster set (Maw of the Infernal or some other proc set) and a Maelstrom staff, so those builds have been nerfed too.
YandereGirlfriend wrote: »As I've said before, a player who is unaware of game mechanics is a largely sympathetic figure. The good news for them is that they can learn about the game and the current changes and then adapt their build successfully. But a player that is intentionally making a build that flies in the face of general game mechanics knows exactly what they are doing and thus they are entirely responsible for those choices not leading to success in the game. Unfortunately, this describes many roleplaying builds that are intentionally inefficient at succeeding under the given rules of the game.
A query - when you mention characters that are "intentionally inefficient" would you say you're operating on the assumption that the only correct way to play the game is to min/max? I ask because anything short of being a min/max meta sheep is functionally being "intentionally inefficient." By extension, anyone trying to leverage the build diversity this game makes possible is also being "intentionally inefficient." Everyone should just follow the same old same old cookie cutter build some influencer posted up on the internet because that is the only correct way to play the game. Yeah?
One of the great things about this game is that it liberally allows for so-called "intentionally inefficient" character designs to work for the vast majority of content in the game. It's very much been a "play the way you like" sort of game. Contrary to misconceived stereotypes about roleplayers, we often have a deep knowledge of game mechanics that we leverage when designing our characters. I use that to strike a balance between staying true to a character design while still being able to do the types of content I like doing. Every system has limits, and I work within those limits while also being creative (aka, embracing "build diversity"). This has worked very well for me - so much so that I just laugh at the folks who claim there's no build diversity in this game. They're just wrong - this game has historically provided a lot of leeway in how you design characters while still enabling comfortable completion of content.
The recent changes to CP have started to change that, and the reduction if power in CP passives combined with the bonkers scaling of proc sets is going to shift this further. The net effect of these changes is to force players to min/max more for a particular role or specialization. Being creative while also being effective is becoming more difficult in types of content that previously had quite a bit of leeway. Why shift away from that? Isn't this flexibility part of what makes ESO more unique and fun amongst other, more rigidly constrained MMORPGs? Why chip away at build diversity like this by forcing min/maxing to make effective use of proc sets?
honey_badger82 wrote: »well looks like I will no longer be using Winters Respite. They completely murdered that set, lowered the heal AND halfed the frequency!
Grandchamp1989 wrote: »honey_badger82 wrote: »well looks like I will no longer be using Winters Respite. They completely murdered that set, lowered the heal AND halfed the frequency!
Winter's and Hitis is borderline useless on anything but a dedicated healer now.
And as someone pointed out hybrid builds are pretty much gone.
Wanna do some awesome solo content mixing heavy armor with say Winter's Respite or Overwhelming.. Well.. Goodluck.
Options are either glass cannon or stationary boring tank with no dmg.. Overland as a Tank player just got even more of a grind.
jamesterj14 wrote: »I've been playing ESO for years and have had an ESO+ subscription the entire time, even bought extra crowns some months and this change has finally got me thinking of just unsubbing and uninstalling the game. It's not just the change itself, its the fact it's even been made. I get that MMO's change and the rules are never gonna be the same but ZOS more than any other company seems so unsure of what they actually want for their game. Before this it was the HA/LA changes that were proposed and i can only imagine what idea they will have next. And the thing that really gets me with this one is the reasoning, proc sets are disrupting PvP so they decide to nerf PvE players as well. I'll with-hold final judgement until it hits live but i'm pretty sure this will the the "final straw" for me
YandereGirlfriend wrote: »You are not helpless. Equip some Spell/Weapon Damage glyphs and/or use a Mundus Stone or any of the other methods that I have outlined in this thread. You have the means to make your proc sets stronger than ever before.
the1andonlyskwex wrote: »YandereGirlfriend wrote: »You are not helpless. Equip some Spell/Weapon Damage glyphs and/or use a Mundus Stone or any of the other methods that I have outlined in this thread. You have the means to make your proc sets stronger than ever before.
The problem is that you can't get to 5500 SD just by making a couple tweaks. Outside of a large (or very organized) group, you need a rather specific build to hit 5500 SD.
To hit 5500 SD you pretty much need spell damage glyphs on your jewelry, and 4-5 of the following:
1) Infused Jewelry
2) DW or 2H weapons
3) Swords/Greatswords
4) Nirnhoned weapons
5) A race with SD
6) The Apprentice mundus stone
7) A Spell Damage enchant on an infused weapon
That's just to get back to where you are in u29, and it doesn't exactly leave a lot of room for additional build diversity.
The worst part is that because of how SD is sourced, it's not even really forcing the tradeoff people seemed to expect when they asked for proc scaling in the first place. The whole point was to prevent PvP tanks from stacking health and relying on proc damage, but SD and WD don't come from the same slots as health (or mitigation, or other set bonuses, generally speaking), so what people will actually wind up sacrificing are sustain and alternate ways to build for damage (i.e. build diversity), and it won't solve the core problem anyway (and that's not even mentioning the proc sets whose damage scales with health).
YandereGirlfriend wrote: »the1andonlyskwex wrote: »YandereGirlfriend wrote: »You are not helpless. Equip some Spell/Weapon Damage glyphs and/or use a Mundus Stone or any of the other methods that I have outlined in this thread. You have the means to make your proc sets stronger than ever before.
The problem is that you can't get to 5500 SD just by making a couple tweaks. Outside of a large (or very organized) group, you need a rather specific build to hit 5500 SD.
To hit 5500 SD you pretty much need spell damage glyphs on your jewelry, and 4-5 of the following:
1) Infused Jewelry
2) DW or 2H weapons
3) Swords/Greatswords
4) Nirnhoned weapons
5) A race with SD
6) The Apprentice mundus stone
7) A Spell Damage enchant on an infused weapon
That's just to get back to where you are in u29, and it doesn't exactly leave a lot of room for additional build diversity.
The worst part is that because of how SD is sourced, it's not even really forcing the tradeoff people seemed to expect when they asked for proc scaling in the first place. The whole point was to prevent PvP tanks from stacking health and relying on proc damage, but SD and WD don't come from the same slots as health (or mitigation, or other set bonuses, generally speaking), so what people will actually wind up sacrificing are sustain and alternate ways to build for damage (i.e. build diversity), and it won't solve the core problem anyway (and that's not even mentioning the proc sets whose damage scales with health).
Importing from the other conversation, you're completely ignoring the huge amount of extra Penetration that a Magicka PvE character is going to have over a Stamina character. The ~8% additional Penetration is roughly commensurate with the higher tooltip that a Stamina character will have on their set. Tooltips do not deal damage by themselves so taking in the holistic picture is necessary.
Also, zoom out for a second and recall what a poster above me mentioned. Proc sets do pitiful damage compared to actually using abilities. If you only manage to hit 4000 Spell Damage and thus have ~75% of your Grothdar tooltip, the tooltip damage dips from 1800 to 1350, a diminution of a measly 450 damage. A basic Wall of Elements easily covers that difference and leaves you WELL AHEAD in terms of overall damage done.
So many are getting bamboozled by their tooltips and are losing sight of the larger picture.