except…Gankers. Gankers and particularly bombers are running rampant this patch with bombers being capable of non ult solo ganks, stamblade builds with a 5 piece defensive set putting out the same damage as a ganker.
The fix is really simple, crit stacking has become insanely easy and significantly helps gankers and bombers who are guaranteed crits which currently are the most overperforming.
The devs can see that gankers are the major issue that can be dealt with directly, however have decided that blanket buffs to mitigation and nerfs to healing will improve the current PvP climate.
neferpitou73 wrote: »I'd be curious to look at their TTK data, how many of those fights had mech acuity?
The solution to the problems in the current patch is to increase base crit resistance so crit damage overall gets a 10-15% nerf. That fixes the problems with your crazy gankers, your crit stacking ball groups, etc; while sill allowing it to be a viable playstyle, as well as making other armor traits semi-viable.
Instead ZOS decided to give mech acuity an indirect buff (med armor now gives extra spell damage and crit damage and who cares about pen because Balorgh) and made people harder to kill, which is also an indirect buff to crit damage because the burst from crit is higher than from any other form of damage.
That's just my two cents anyway...
neferpitou73 wrote: »I'd be curious to look at their TTK data, how many of those fights had mech acuity?
The solution to the problems in the current patch is to increase base crit resistance so crit damage overall gets a 10-15% nerf. That fixes the problems with your crazy gankers, your crit stacking ball groups, etc; while sill allowing it to be a viable playstyle, as well as making other armor traits semi-viable.
Instead ZOS decided to give mech acuity an indirect buff (med armor now gives extra spell damage and crit damage and who cares about pen because Balorgh) and made people harder to kill, which is also an indirect buff to crit damage because the burst from crit is higher than from any other form of damage.
That's just my two cents anyway...
Buff crit resist just move people back to a malacath meta again. Where people just stack % damage increases along with penetration.PvP is one area of the game where changing anything will cause a pendulum effect moving meta from one extreme to another. However the biggest issue in pvp is the players themselves. Allow me to explain players in PvP want to deal insane damage tank insane damage at the same time which don’t work.
neferpitou73 wrote: »I'd be curious to look at their TTK data, how many of those fights had mech acuity?
The solution to the problems in the current patch is to increase base crit resistance so crit damage overall gets a 10-15% nerf. That fixes the problems with your crazy gankers, your crit stacking ball groups, etc; while sill allowing it to be a viable playstyle, as well as making other armor traits semi-viable.
Instead ZOS decided to give mech acuity an indirect buff (med armor now gives extra spell damage and crit damage and who cares about pen because Balorgh) and made people harder to kill, which is also an indirect buff to crit damage because the burst from crit is higher than from any other form of damage.
That's just my two cents anyway...
Buff crit resist just move people back to a malacath meta again. Where people just stack % damage increases along with penetration.PvP is one area of the game where changing anything will cause a pendulum effect moving meta from one extreme to another. However the biggest issue in pvp is the players themselves. Allow me to explain players in PvP want to deal insane damage tank insane damage at the same time which don’t work.
Malacath being meta with how it currently performs pales in comparison to crit damage in the current meta, especially since proc sets have been butchered for the most part. At the end of the day I’m not getting dawnbreakered and wrecking blowed/spin to winned for 10K+ hits often if at all whilst that is pretty standard from a nightblade with a decent balorgh proc of ult built upfollowed by surprise attack or sap essence.
MirandaSharp wrote: »PvP is a tiny, tiny part of the game... The tail doesn't wag the dog.
neferpitou73 wrote: »I'd be curious to look at their TTK data, how many of those fights had mech acuity?
The solution to the problems in the current patch is to increase base crit resistance so crit damage overall gets a 10-15% nerf. That fixes the problems with your crazy gankers, your crit stacking ball groups, etc; while sill allowing it to be a viable playstyle, as well as making other armor traits semi-viable.
Instead ZOS decided to give mech acuity an indirect buff (med armor now gives extra spell damage and crit damage and who cares about pen because Balorgh) and made people harder to kill, which is also an indirect buff to crit damage because the burst from crit is higher than from any other form of damage.
That's just my two cents anyway...
Buff crit resist just move people back to a malacath meta again. Where people just stack % damage increases along with penetration.PvP is one area of the game where changing anything will cause a pendulum effect moving meta from one extreme to another. However the biggest issue in pvp is the players themselves. Allow me to explain players in PvP want to deal insane damage tank insane damage at the same time which don’t work.
neferpitou73 wrote: »neferpitou73 wrote: »I'd be curious to look at their TTK data, how many of those fights had mech acuity?
The solution to the problems in the current patch is to increase base crit resistance so crit damage overall gets a 10-15% nerf. That fixes the problems with your crazy gankers, your crit stacking ball groups, etc; while sill allowing it to be a viable playstyle, as well as making other armor traits semi-viable.
Instead ZOS decided to give mech acuity an indirect buff (med armor now gives extra spell damage and crit damage and who cares about pen because Balorgh) and made people harder to kill, which is also an indirect buff to crit damage because the burst from crit is higher than from any other form of damage.
That's just my two cents anyway...
Buff crit resist just move people back to a malacath meta again. Where people just stack % damage increases along with penetration.PvP is one area of the game where changing anything will cause a pendulum effect moving meta from one extreme to another. However the biggest issue in pvp is the players themselves. Allow me to explain players in PvP want to deal insane damage tank insane damage at the same time which don’t work.
I think this is a bit of a false dichotomy tho. We don't have to choose between a mala meta and a crit meta. You can balance them both to the point where they are both viable.
Yes mala meta was bad but they nerfed it since then and if it requires further nerfs then by all means nerf away, I never liked the idea of mythics anyway, seemed too much like a cash grab.