It was nerfed because it was popular, not because it was overpowered. Those 40k hp builds are for group target focus and aren't doing anything except stalemating on their own. MDW is only ubiquitous because the other options for spammables or pressure were nerfed into the ground.Things get nerfed when they overperform and are being abused, get used to it. It's definietly not the first thing that went onto the chopping block because rise in popularity and definietly not the last one.
Respectfully, what is your reasoning for saying it overperforms?It is overperforming
Other than the complaints of players who don't understand their death recaps, what was the problem? The sets that actually "play the game for you" like Rushing Agony or Snow Treaders were untouched. Stacking absurd amounts of healing, sustain, mitigation, and speed in order to never die is totally fine, but stacking damage needs to be nerfed? Minmaxed defenses still outpace minmaxed offense by a wide margin. Pressure damage already barely exists. Rallying Cry is even more centralizing and brainless than any pressure proc, yet rarely gets mentioned because it doesn't show up on death recaps.Tyrant_Tim wrote: »Stacking proc-sets was ultimately the problem here
Because there's nothing for stat sets to buff on a pressure build when ZOS nerfed all the pressure skills into the ground. There's nothing for stat sets to buff when your class lacks a usable melee spammable. MDW filled holes in the build system and helped make pressure playstyle viable.Tyrant_Tim wrote: »What is your opposition to wearing sets that increase your weapon and spell damage?
xylena_lazarow wrote: »Imagine Tekken or Smash but with HoTs and spammable burst heals. That would be ESO without pressure.
Necro will still rely on procs for pressure in PvP because it lacks class damage sources for that 20% to buff. And sure it's not like pressure builds are literally dead or anything, just sad to see them keep nerfing pressure for no good reason. I was already thinking to move from WoF to Draugrkin to make up the damage, losing some survivability.Tyrant_Tim wrote: »If the Necromancer Blastbones change goes live, every DoT used by that class will get a 20% increase over night, and that would be enough to warrant building Weapon and Spell Damage... Also want to add, players will still be able to run pressure builds even without Master’s DW with low W/S damage builds, all you need is Vateshran Ice Staff and Draugrkin, or Relequen because that set alone has twice the power of Way of the Fire.
xylena_lazarow wrote: »It was nerfed because it was popular, not because it was overpowered. Those 40k hp builds are for group target focus and aren't doing anything except stalemating on their own. MDW is only ubiquitous because the other options for spammables or pressure were nerfed into the ground.Things get nerfed when they overperform and are being abused, get used to it. It's definietly not the first thing that went onto the chopping block because rise in popularity and definietly not the last one.
If you want to address the "tanks that do damage" problem maybe look at spammable burst heals and Undeath?
xylena_lazarow wrote: »I've played MDW for a decade. It's been my favorite set whether meta or not. It's time intensive to grind, and we all did it twice. This is an insulting nerf.
If MDW has a million users, then I'm one of them.
If MDW has one user, that's me.
If MDW has no users, then I have left this realm.
If the world is against MDW, then I am against the world.
I run a 64 stam attribute damage build that specs mostly into pen. This is definitely a damage loss for a damage build, short of extreme glass cannons or being buffed by your group.silentxthreat wrote: »its a buff if you build for damage. its only a nerf if you build to be a super tank which is a needed nerf especially in pvp
So, Maelstrom 2H currently scales up to 6200 weapon damage and is also damage capped. If MDW scales with weapon damage now but is also lacking a damage cap like Maelstrom 2H as if its intended, like it currently works on the PTS, then the weapon damage threshold for its original damage should be around 6600 weapon damage; like all the other weapon damage scaling "proc" sets.
After all, if the reasoning given for the scaling change was because it currently "allows tanks to do damage" then its only reasonable that that they choose 6600 weapon damage because lets be honest; no self buffed "tank build" is going to maintain nearly 6600 weapon damage close to a 100% uptime. And with that scaling, no one should be able to say how "its free damage for tanks", which has been the original complaint for those wanting MDW to scale with weapon damage in the first place.
Another thing to take into account: The more weapon damage you have, the less you're actually going to get from the MDW bonus itself relative to how much your other abilities are going to be improved. In other words, stacking weapon damage is going to improve your other skills more efficiently compared to the damage increase you'd have from a 1635 damage increase at 6600 weapon damage that boosts rending slashes or blood craze, so it isn't like MDW starts to get out of control if you start exceeding 6600 weapon damage. Again, the main complaint I see against MDW currently is "it allows tanks to do damage with flat damage sets." So give it the scaling that all the other scaling damage sets currently have.
After all, if the reasoning given for the scaling change was because it currently "allows tanks to do damage" then its only reasonable that that they choose 6600 weapon damage because lets be honest; no self buffed "tank build" is going to maintain nearly 6600 weapon damage close to a 100% uptime.
MashmalloMan wrote: »So, Maelstrom 2H currently scales up to 6200 weapon damage and is also damage capped. If MDW scales with weapon damage now but is also lacking a damage cap like Maelstrom 2H as if its intended, like it currently works on the PTS, then the weapon damage threshold for its original damage should be around 6600 weapon damage; like all the other weapon damage scaling "proc" sets.
After all, if the reasoning given for the scaling change was because it currently "allows tanks to do damage" then its only reasonable that that they choose 6600 weapon damage because lets be honest; no self buffed "tank build" is going to maintain nearly 6600 weapon damage close to a 100% uptime. And with that scaling, no one should be able to say how "its free damage for tanks", which has been the original complaint for those wanting MDW to scale with weapon damage in the first place.
Another thing to take into account: The more weapon damage you have, the less you're actually going to get from the MDW bonus itself relative to how much your other abilities are going to be improved. In other words, stacking weapon damage is going to improve your other skills more efficiently compared to the damage increase you'd have from a 1635 damage increase at 6600 weapon damage that boosts rending slashes or blood craze, so it isn't like MDW starts to get out of control if you start exceeding 6600 weapon damage. Again, the main complaint I see against MDW currently is "it allows tanks to do damage with flat damage sets." So give it the scaling that all the other scaling damage sets currently have.
This.
Also to anyone saying.. well just focus on Weapon/Spell damage and you'll get it. Yeah maybe, maybe I'd get 7.8k, but now my Penetration, Crit Chance, Sustain, and Defence are terrible. Most damage dealer builds don't focus 100% into 1 stat. The problem with tanks is that they were able to build 40k+ hp with high armor mitigation, high penetration, high sustain, and sit around 4k weapon damage, while getting full benefit out of the bonus while also pairing it with other easy procs like Dragon's Appetite.
The scaling is a good choice, what's not is the threshold. A tank can not build to 6k+ weapon damage while also having 40k+ hp and high penetration to cheese the set. A well rounded build with 30k hp, decent pen, crit, etc, can. Cap it out instead of giving infinite scaling. What is the point of infinite scaling if no one would be silly enough to build for 7.8k + weapon damage to begin with. Why is the set relegated to glass cannons with super high weapon damage instead of a decent well rounded build? Doesn't make sense.
If they were to come out and say the new set standard threshold is close to 8k weapon damage for other sets, then I would understand, but that isn't the case right now. They also never said this change was intended as a nerf to most builds that actually deal damage, the intent was to cut out tanks abusing the set.
MashmalloMan wrote: »So, Maelstrom 2H currently scales up to 6200 weapon damage and is also damage capped. If MDW scales with weapon damage now but is also lacking a damage cap like Maelstrom 2H as if its intended, like it currently works on the PTS, then the weapon damage threshold for its original damage should be around 6600 weapon damage; like all the other weapon damage scaling "proc" sets.
After all, if the reasoning given for the scaling change was because it currently "allows tanks to do damage" then its only reasonable that that they choose 6600 weapon damage because lets be honest; no self buffed "tank build" is going to maintain nearly 6600 weapon damage close to a 100% uptime. And with that scaling, no one should be able to say how "its free damage for tanks", which has been the original complaint for those wanting MDW to scale with weapon damage in the first place.
Another thing to take into account: The more weapon damage you have, the less you're actually going to get from the MDW bonus itself relative to how much your other abilities are going to be improved. In other words, stacking weapon damage is going to improve your other skills more efficiently compared to the damage increase you'd have from a 1635 damage increase at 6600 weapon damage that boosts rending slashes or blood craze, so it isn't like MDW starts to get out of control if you start exceeding 6600 weapon damage. Again, the main complaint I see against MDW currently is "it allows tanks to do damage with flat damage sets." So give it the scaling that all the other scaling damage sets currently have.
This.
Also to anyone saying.. well just focus on Weapon/Spell damage and you'll get it. Yeah maybe, maybe I'd get 7.8k, but now my Penetration, Crit Chance, Sustain, and Defence are terrible. Most damage dealer builds don't focus 100% into 1 stat. The problem with tanks is that they were able to build 40k+ hp with high armor mitigation, high penetration, high sustain, and sit around 4k weapon damage, while getting full benefit out of the bonus while also pairing it with other easy procs like Dragon's Appetite.
The scaling is a good choice, what's not is the threshold. A tank can not build to 6k+ weapon damage while also having 40k+ hp and high penetration to cheese the set. A well rounded build with 30k hp, decent pen, crit, etc, can. Cap it out instead of giving infinite scaling. What is the point of infinite scaling if no one would be silly enough to build for 7.8k + weapon damage to begin with. Why is the set relegated to glass cannons with super high weapon damage instead of a decent well rounded build? Doesn't make sense.
If they were to come out and say the new set standard threshold is close to 8k weapon damage for other sets, then I would understand, but that isn't the case right now. They also never said this change was intended as a nerf to most builds that actually deal damage, the intent was to cut out tanks abusing the set.
Agreed, you're definitely making sacrifices in other potential stats when you're trying to approach the 6600 weapon damage threshold, despite how others may like to downplay the investment required.
Another thing to consider is that slotting an arena weapon tends to push you towards slotting another one on the other bar if you want your monster 2pc and mythic too. So those builds typically only have one 5pc set on the body. Comparing one 5pc set builds to two 5pc set builds, its noticeably easier for the two 5pc set builds to stack weapon damage compared to the double arena weapon setups. So arena weapon builds are going to be more limited in their options for stacking enough weapon damage to make using those arena weapons worth using as well.
Very low uptime, and good luck snaring yourself in Cyro.silver1surfer69 wrote: »EZ to reach. Sea serpents coil + alchemist or molag kena/balorgh and you are there.