CameraBeardThePirate wrote: »I do tend to usually agree with the "more difficult and challenging content is great" crowd, but I don't think the fix to this problem would be upping the bosses' damage values. That's a classic mistake of treating the symptom and not the true issue - which is how potent the combo of Torug's AND Heartlands is. It's a very niche combo, and increasing the boss damage would cause a lot of other issues.
Even the title is somewhat misleading. The weakening glyph isn't the problem in and of itself; the combo of Torug's and Heartland's makes it become overly powerful.
YetAnotherLinuxUser wrote: »CameraBeardThePirate wrote: »I do tend to usually agree with the "more difficult and challenging content is great" crowd, but I don't think the fix to this problem would be upping the bosses' damage values. That's a classic mistake of treating the symptom and not the true issue - which is how potent the combo of Torug's AND Heartlands is. It's a very niche combo, and increasing the boss damage would cause a lot of other issues.
Even the title is somewhat misleading. The weakening glyph isn't the problem in and of itself; the combo of Torug's and Heartland's makes it become overly powerful.
leave them alone
CameraBeardThePirate wrote: »I do tend to usually agree with the "more difficult and challenging content is great" crowd, but I don't think the fix to this problem would be upping the bosses' damage values. That's a classic mistake of treating the symptom and not the true issue - which is how potent the combo of Torug's AND Heartlands is. It's a very niche combo, and increasing the boss damage would cause a lot of other issues.
Even the title is somewhat misleading. The weakening glyph isn't the problem in and of itself; the combo of Torug's and Heartland's makes it become overly powerful.
IZZEFlameLash wrote: »Seconding this. Heartland Conqueror barely see any use outside of levelling and some niche build in PvP. Torug's is basically not in use except for PvE tanks ever since Oblivion damage glyph related nerf.
If ZOS must 'nerf' this, then they can do it by removing weapon/spell damage from bosses completely and make them only do set amount of damage. But knowing ZOS, they will opt to nerf the sets and glyphs instead.
IZZEFlameLash wrote: »Seconding this. Heartland Conqueror barely see any use outside of levelling and some niche build in PvP. Torug's is basically not in use except for PvE tanks ever since Oblivion damage glyph related nerf.
If ZOS must 'nerf' this, then they can do it by removing weapon/spell damage from bosses completely and make them only do set amount of damage. But knowing ZOS, they will opt to nerf the sets and glyphs instead.
Having a boss deal a few hundred DPS in Arc 7 is pretty ridiculous. That’s literally like the DPS of the very first trash pack of the whole EA. By comparison, even Arc 1 Tho’at easily deals over 1k DPS. Not saying this combo needs to be eradicated or nerfed to oblivion, but some tuning would make sense.
RealLoveBVB wrote: »IZZEFlameLash wrote: »Seconding this. Heartland Conqueror barely see any use outside of levelling and some niche build in PvP. Torug's is basically not in use except for PvE tanks ever since Oblivion damage glyph related nerf.
If ZOS must 'nerf' this, then they can do it by removing weapon/spell damage from bosses completely and make them only do set amount of damage. But knowing ZOS, they will opt to nerf the sets and glyphs instead.
Having a boss deal a few hundred DPS in Arc 7 is pretty ridiculous. That’s literally like the DPS of the very first trash pack of the whole EA. By comparison, even Arc 1 Tho’at easily deals over 1k DPS. Not saying this combo needs to be eradicated or nerfed to oblivion, but some tuning would make sense.
And where exactly is the issue with that?
Finally players have to make certain and more different builds to come more far instead of using the same 3 sets for every kind of content.
The archive is endless, so let the sets nerf the damage of arc 7 to 0, but players will have issues on higher arcs again, even with the nerf-combo.
At the end Fanged Focus and Attuned Vision will be nerfed to death at one point anyway, which will make EA a dead and boring place again. But that's probably what some players want here.
Tyrant_Tim wrote: »RIP Minor & Major Cowardice
spartaxoxo wrote: »ESO_player123 wrote: »May be it's better to fix the root of the issue (the glyph + the buff or whatever that is) nstead of blindly upping all bosses' damage and ruining EA for those players that are not min/maxing, running optimal setups, or generally great at combat?
Where in this post did I ask them to increase damage, I only ask them to increase weapon and spell damage, they can then decrease the modifier accordingly, so that damage stays the same. Stop this fear mongering.
Not everyone has that glyph. I had no idea that was even a thing tbh. It wouldn't stay the same for people who aren't using it.
Damage is not just a result of the bosses weapon and spell damage, there is are other modifier that essentially scales multiplicative with it, decrease this accordingly, and damage stays the same.
What exactly are these other factors that go into the bosses’ damage in addition to weapon and spell damage?
My partner and I have been trying to test the Cowardices, and we would appreciate information on what contributes to mob damage besides the WD/SD stat. The game does not seem to provide it.
YetAnotherLinuxUser wrote: »so that leaves us with what the old light attack weaving and nothing else because any thing else that performs better than light attack weaving gets nerfed
No need for increasing damage and rebalancing or complex rules about what buffs can be affected. Simply add a minimum damage threshold for each monster. For example, say that a boss's damage output can't be reduced below 10% of its usual value, no matter what debuffs are applied.
Sounds like Endless Archive working as intended. With so many players experimenting, they are bound to find formerly niche sets and combos that outperform. If ZOS nerfs the pieces of this combo, something else will rise to the top. ZOS can continue playing whack-a-mole like this as new metas emerge but it's a fine balance. Nerfs that hit more popular pve or pvp sets will antagonize those player bases. And punishing players too much for finding effective Archive strategies will make the whole piece of content even more grindy and unfun.
The problem is that the spell damage does not change with higher Arcs, they scale only with cycles, this means that the boss doing 0 damage in Arc 3 also does 0 damage in Arc 30.
The problem is that the spell damage does not change with higher Arcs, they scale only with cycles, this means that the boss doing 0 damage in Arc 3 also does 0 damage in Arc 30.
So there is a secret coefficient in the equation based on Arc number and that amplifies the boss damage. Because naturally bosses do more damage as Arc number goes up. But it seems like that coefficient is somewhere in the equation, that reducing boss weapon and spell damage to zero makes that coefficient useless.
If this the case they can move that coefficient somewhere in the equation so boss weapon and spell damage increases with Arc number not only with Cycle number.
The problem is that the spell damage does not change with higher Arcs, they scale only with cycles, this means that the boss doing 0 damage in Arc 3 also does 0 damage in Arc 30.
So there is a secret coefficient in the equation based on Arc number and that amplifies the boss damage. Because naturally bosses do more damage as Arc number goes up. But it seems like that coefficient is somewhere in the equation, that reducing boss weapon and spell damage to zero makes that coefficient useless.
If this the case they can move that coefficient somewhere in the equation so boss weapon and spell damage increases with Arc number not only with Cycle number.