hackdrag0n wrote: »There is actually a point where more weapon or spell damage becomes more beneficial than more crit though so I'm not sure why it needs more nerfing. If crit were flat out better medusa sorrow would be stronger than sorrow siroria on the dummy but it's not.
I do agree it's not CP that's making top guilds so far ahead of most. It's player skill and the ability to calculate the optimal trial composition for maximum damage, without having to worry about survivability because they already know the content so well. They can't fix this easily because every time a set or class gets nerfed the l33ts will just sit down and work out a new way to break the game.Wolf_Watching wrote: »
So crit just shouldn’t exist in your opinion?
Remember my comment are based on ZOS repeatedly writing they want to lower then 'ceiling' and I have said for a long time that Crit chnc/dmg in this game have always been way overtuned, in every other game I can think of crit chance is something HARD to ATTAIN and never allowed to be 100%, not even 50%. Also stat stacking is an issue.
But luckily there instead of trying to tweak 100s of sets, skills, stats, etc, there is a simple fix, IMPLEMENT CAPS. This way even if someone finds some secret combination of stuff that is way overpowered it will still only do X amount of whatever they want to have any control over. Kind of like resistance is.
Quickest fix is cap DPS on bosses, for instance the can take X damage in a second and anything over that value they just absorb, this way ZOS will have a perfect way to design content and not making it impossible for some while easy for others.
Then if they want even more control, they can add Caps on all stats, dmg, heal, etc. As example they currently put cap on shield skill of 50% max health but then turn around and let someone cast TWO shield skills or use proc sets or get shield from team etc, kif they just had CAP that said any shield per second on anyone could only be 50% of their max health, problem solved. It is actually pretty simple and solves most of issue with least work. Then instead of spending so much time on this they could focus on lag and bug fixes.
Mastercris91 wrote: »So eldritch insight is now 520 only?
Chilly-McFreeze wrote: »Mastercris91 wrote: »So eldritch insight is now 520 only?
Yes. Simply cut in half on some. Here are max values for some un/changed passives:
Blue
520 max stats (Eld. Insight/ Tireless Disc.)
320 crit chance ~1,4% (Precision)
700 penetration (Piercing)
60% status effects (flawl. ritual, battle mastery)
100 wpn/spll dmg (war mage, mighty)
2% healing taken (quick recovery)
2% dmg reduction (hardy, elemental aegis)
10% decreased npc dmg (preparation)
2% healing done (blessed)
Red
240 dodge cost (tumbling)
220 break free cost (defiance)
560 health (hero's vigor)
4% sprint speed (hasty)
40 sprint cost (sprinter)
40 block cost (tirel. guard.)
90 bash cost (savage defense)
6% bracing speed (nimble prot.)
4% block mitigation (fortification)
colossalvoids wrote: »From what we saw so far, update 31 would possibly introduce penalties for players over 1000 cp.
Or there will be limit to how many passives we can use, something like only 4 per tree or so.
When you reach cp1000 there's a special event unlocked, where you get ambushed by 3 short wood elves in a dovakhin outfits beating you up and taking 25% of your gold earned. This even can occur every new cp point gained. There is no cooldown.
SirLeeMinion wrote: »colossalvoids wrote: »From what we saw so far, update 31 would possibly introduce penalties for players over 1000 cp.
Or there will be limit to how many passives we can use, something like only 4 per tree or so.
When you reach cp1000 there's a special event unlocked, where you get ambushed by 3 short wood elves in a dovakhin outfits beating you up and taking 25% of your gold earned. This even can occur every new cp point gained. There is no cooldown.
I've heard they'll add 1 millisecond of lag per CP over 1000. Battle Spirit doubles it. ofc.
Suna_Ye_Sunnabe wrote: »Chilly-McFreeze wrote: »Mastercris91 wrote: »So eldritch insight is now 520 only?
Yes. Simply cut in half on some. Here are max values for some un/changed passives:
Blue
520 max stats (Eld. Insight/ Tireless Disc.)
320 crit chance ~1,4% (Precision)
700 penetration (Piercing)
60% status effects (flawl. ritual, battle mastery)
100 wpn/spll dmg (war mage, mighty)
2% healing taken (quick recovery)
2% dmg reduction (hardy, elemental aegis)
10% decreased npc dmg (preparation)
2% healing done (blessed)
Red
240 dodge cost (tumbling)
220 break free cost (defiance)
560 health (hero's vigor)
4% sprint speed (hasty)
40 sprint cost (sprinter)
40 block cost (tirel. guard.)
90 bash cost (savage defense)
6% bracing speed (nimble prot.)
4% block mitigation (fortification)
LOL so the difference between someone specced to be a healer and any other role is 2% healing? OP!!
ectoplasmicninja wrote: »The green tree micromanagement is also still unfun. I don't want to slot my harvesting and speed perks, see a fishing hole, swap out some, fish, swap them back, see a travelling merchant, swap in the repair perk, repair, swap it back out - it's just tedious. I tried it for a bit and kept forgetting, so what I've ended up doing is just leaving the harvesting perks in permanently, which means I'm not actually benefiting from any of the other slottables and all my incoming green CP is useless to me.
Games need to find a balance of challenge and fun, and opening a menu to drag icons around depending on what activity I'm doing is neither challenging nor fun, it's just annoying. Particularly because my normal regular gameplay will often involve me running from A to B, spotting a chest, grabbing some nodes, fishing at a hole, repairing at a wandering merchant, running past a crafting station and stopping to decon some stuff to clear my inventory etc all in one smooth activity...but if I want to actually make use of my perks that activity is now no longer smooth.
Perhaps this is something for you (if you are on PC):
https://www.esoui.com/downloads/info2951-JackofallTrades.html
Guildmate made a little something for those situations.
Do they constantly nerf stuff in this game, or is this just an unlucky time to play it right now?
Because to me as a player, it's extremely off-putting... It feels useless to play the game right now for progress, as anything you do can get nerfed in the next patch, and right now actually is being nerfed.
I've played a lot of mmo's in my life, but I must say, the crap going on here, I haven't really seen before...
hackdrag0n wrote: »There is actually a point where more weapon or spell damage becomes more beneficial than more crit though so I'm not sure why it needs more nerfing. If crit were flat out better medusa sorrow would be stronger than sorrow siroria on the dummy but it's not.
I do agree it's not CP that's making top guilds so far ahead of most. It's player skill and the ability to calculate the optimal trial composition for maximum damage, without having to worry about survivability because they already know the content so well. They can't fix this easily because every time a set or class gets nerfed the l33ts will just sit down and work out a new way to break the game.
Well, I’m not a fan of the changes, but I don’t really agree with this claim either. The difference in being specced to healer is that you need to slot at least two healing (HoT and AoE heal) stars instead of the dmg ones. Currently the critical dmg/healing star is shared and the fourth one for the healer is pretty useless or “up to your preferences” (I usually have the max mag one, because I don’t have enough cp to make much use of the dmg ones with the forced 10 in piercing). Single target heal cp imho is useful only in vSS hm ice tombs especially when thinking about wardens. And in the future I expect the random fourth star to be replaced with either the recovery giving star or the ulti gen providing star (maybe the other healer having the other and the other having the other?). When it comes to Blessed, yeah, of course healer has that maxed but also my tanks have at least two stages in it so it’s not as healer specific as the slottable ones.Suna_Ye_Sunnabe wrote: »Chilly-McFreeze wrote: »Mastercris91 wrote: »So eldritch insight is now 520 only?
Yes. Simply cut in half on some. Here are max values for some un/changed passives:
Blue
520 max stats (Eld. Insight/ Tireless Disc.)
320 crit chance ~1,4% (Precision)
700 penetration (Piercing)
60% status effects (flawl. ritual, battle mastery)
100 wpn/spll dmg (war mage, mighty)
2% healing taken (quick recovery)
2% dmg reduction (hardy, elemental aegis)
10% decreased npc dmg (preparation)
2% healing done (blessed)
Red
240 dodge cost (tumbling)
220 break free cost (defiance)
560 health (hero's vigor)
4% sprint speed (hasty)
40 sprint cost (sprinter)
40 block cost (tirel. guard.)
90 bash cost (savage defense)
6% bracing speed (nimble prot.)
4% block mitigation (fortification)
LOL so the difference between someone specced to be a healer and any other role is 2% healing? OP!!
I am not sure why anyone is surprised by the nerfs. They straight up said that they didn't reach the desired scale of power in the initial CP implementation and would be adjusting it further to reign DPS in. They told us this. And here we are, they did exactly what they said they would.
CristyRazvan wrote: »Ok, i am trying to find any reason to even wish getting more CP, but nope, can't think of any.