xylena_lazarow wrote: »Is your problem with the existence of pressure builds, or the way ZOS designs the sets intended to be used by pressure builds? Either way, I don't see how nerfing melee pressure damage is helping the tank heal meta problem.Stacking proc sets won't fix that. It hasn't fixed it as that has been ZoS's theory is they can balance via sets for the last two plus years and it has failed miserably. They have to address the root game mechanics at the heart of the tank and heal meta.
What are these builds? Who are they killing? Are we playing the same game?Like most have pointed out, tanks can throw on MDW as their only damage set and still secure kills.
xylena_lazarow wrote: »What are these builds? Who are they killing? Are we playing the same game?Like most have pointed out, tanks can throw on MDW as their only damage set and still secure kills.
Nothing wrong with tanky proc builds being able to kill squishies. Tanky Clever Alchemist stat builds can do it too.
Organized groups running 40k hp damage dealers has nothing to do with MDW. They'll do that with anything.
Easy proc damage actually exacerbates the tank meta, it does not counter it. Plain and simple.
I love necro, it has been my defacto main as of late. MDW will not save it. It needs way more than MDW. So many other classes can utilize MDW better. MDW is not the answer to Necro problems. No set is the answer to necro problems. The class kit needs fixed period.
StarOfElyon wrote: »Here are some ideas that I have to add some more utility to the skills on the class.
As I have seen suggested on the forums, both morphs of the Necro scythe should get execute scaling. I agree that this would be a great and needed buff.
Hungry Scythe: also applies life steal to all enemies hit. (I think this still won't make the spammable very good for damage but at least it'll add to the use for survivability)
[Also, life steal should probably be tied to a status effect too]
Skeletal Arcanist/Archer: grants major sorcery/brutality when active.
Mystic/Detonating Syphon: grants major prophecy/savagery when slotted. Both morphs apply a damage over time to targets that stick to them after touching the tether.
Flame/Venom skull: applies burning/poisoned status effects. Does additional damage to targets afflicted with a status effect. No longer does increased damage on third cast but instead does increased damage on low health enemies.
Spirit Mender:
- Spirit Guardian: when active, applies major cowardice to attackers. (I just like the idea of the ghost scaring attackers.)
- Intensive Mender: increases the healing over a shorter period of time. (Buff the healing more please)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem (Formerly Remote Totem): grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
ULTIMATES:
Putrid Colossus (formerly Frozen Colossus): Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Frozen Colossus (formerly Glacial Colossus): does frost damage and freezes (stuns) enemies on the first hit instead of the third. (If a stun is too strong, the first hit can apply a strong snare instead)
- Pestilent Colossus: smashes the ground once and does disease damage. Afflicts enemies with a pestilence that does damage over time. (In PvP ultimates are all about burst and that's what necros lack so I tried to make the bursty part of these ultimates at the beginning of them)
Animate Blastbones: instead of resurrecting allies, this ultimate summons blastbones to attack the nearest opponent. It consumes corpses in the area to summon up to three more blastbones. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
xylena_lazarow wrote: »What are these builds? Who are they killing? Are we playing the same game?Like most have pointed out, tanks can throw on MDW as their only damage set and still secure kills.
Nothing wrong with tanky proc builds being able to kill squishies. Tanky Clever Alchemist stat builds can do it too.
Organized groups running 40k hp damage dealers has nothing to do with MDW. They'll do that with anything.
Have you run one of these builds yourself? Did you minmax for damage or survival? Did you fight competitive players?The build has been explained to you multiple times. MDW + WoF. Your choice of sustain/tank set, your choice of mythic, your choice of monster set.
xylena_lazarow wrote: »
xylena_lazarow wrote: »That's not how those builds work. There is no build that does that, or you have a very strange idea of full dps spec.Delete Master Dual wield completely! Wouldn't say build diversity when you can just throw on Master dw and a tank set and still do more dmg than a full dps spec. Everyone is doing it, MDW is meta. Can't say your reducing build diversity, when your taking away what most builds are crutching on.
xylena_lazarow wrote: »MDW wasn't choking anything out. There's nothing to replace it for melee pressure damage. Nothing. The meta simply narrows, I'm not changing to caster playstyle, I'll figure out how to adapt, MDW nerf still dumb and unnecessary.I disagree, master dw was so overused by the majority of builds in the procc campaigns that it itself was limiting build diversity. Please nerf more proccsets imo.
Meanwhile, pure skill stat set Rallying Cry over there choking out 99% of available back bar sets.
I've repeatedly stated that MDW merely performs, while nearly every other pressure tool underperforms in the wake of the awful u35 pressure damage nerfs. One of the best proc alternatives to MDW, the VMA 2h with the bleed DoT, was inexplicably nerfed then deleted from the game. We should be talking about buffing class sticky DoTs so that Deadly Strike stat pressure builds can be competitive again, not just removing more pressure damage from such a tanky meta.There. I just set you up. Tell us and ZOS what X, Y, or Z are as the basis for why MDW shouldn't be nerfed or why it's actually on par with the power limits provided by other sets in the game.
xylena_lazarow wrote: »I've repeatedly stated that MDW merely performs, while nearly every other pressure tool underperforms in the wake of the awful u35 pressure damage nerfs. One of the best proc alternatives to MDW, the VMA 2h with the bleed DoT, was inexplicably nerfed then deleted from the game. We should be talking about buffing class sticky DoTs so that Deadly Strike stat pressure builds can be competitive again, not just removing more pressure damage from such a tanky meta.There. I just set you up. Tell us and ZOS what X, Y, or Z are as the basis for why MDW shouldn't be nerfed or why it's actually on par with the power limits provided by other sets in the game.
The term "overperforming" requires context. What does MDW perform over exactly? Yes, MDW builds are very efficient and enjoyed by many competitive minmax players. That doesn't mean you deserve to win for wearing Hundings/Spriggans.
Scapegoat Slashes was nerfed for showing up on too many death recaps, which shouldn't be surprising when most classes lack an instant cast melee spammable. The 7815 weapon damage required for the original damage is ridiculously high even for self buffed builds focused on damage; even 7k weapon damage would be far more reasonable. Meanwhile, concealed weapon which was already the best spammable is getting buffed. If the other classes had their own concealed weapon, how many of those players would still use rending slashes?
Vateshrean Destro easily does more than two to three times the DoT value than what the MDW bonus provides when also used as a DoT, and its activated from a literally free skill that repeatedly provides free burning, chilled, concussed, free major breach, and its often combined with the benefit of an ice staff for free blocking mitigation. But its not getting nerfed, because the damage that it does is more "split up" and acts as a free damage amplifier for your other abilities, and so it won't show up as often. Its also why things like Undeath and Jerral's aren't getting adjusted despite being far more impactful.
So MDW gets nerfed, but with the status effect changes, elemental status-spammability gets indirectly buffed...which is already used more often than MDW. Its also the common denominator for the status effect spam taking place. Undeath still hasn't been adjusted either, which is what's allowing players to use damage sets and yet be "tanky." So we're still going to have much of the same problems next patch.
Did you play during the Troll King + Bleed meta? I guess I'm just not subjectively seeing any of these builds as too-tanky for how much damage they do on their own, especially with Draugrkin being light armor and reducing your healing. I also don't think it's MDW that's enabling the "damage dealer with 64 attributes in hp" meta, nor can I see that meta changing in u41.IAmIcehouse wrote: »There should be drawbacks for building primarily defensive. I have pretty much exclusively played high pressure builds since I've started playing the game years back-- A "pressure" build shouldn't be a tank that can output a ton of pressure. It should be damage focused that has a) high sustained damage and b) can be defensive while offensive.
xylena_lazarow wrote: »Did you play during the Troll King + Bleed meta? I guess I'm just not subjectively seeing any of these builds as too-tanky for how much damage they do on their own, especially with Draugrkin being light armor and reducing your healing. I also don't think it's MDW that's enabling the "damage dealer with 64 attributes in hp" meta, nor can I see that meta changing in u41.IAmIcehouse wrote: »There should be drawbacks for building primarily defensive. I have pretty much exclusively played high pressure builds since I've started playing the game years back-- A "pressure" build shouldn't be a tank that can output a ton of pressure. It should be damage focused that has a) high sustained damage and b) can be defensive while offensive.
I don't want to be in a "broken checking broken" meta either, but ZOS only ever seems to target damage. Nerf pressure damage? Okay fine, nerf HoT stacks and spammable burst heals too then, or Undeath, which is broken for many reasons including how hard it screws pressure builds (yes I abuse Undeath myself). Nerfing Ele Sus would likewise be a step in the wrong direction without a corresponding reduction to the insane amount of minmaxed defensive power available.IAmIcehouse wrote: »Just because one thing is over-performing doesn't mean something else isn't. Pretty much everyone is rooting for an ele sus nerf. If there are 10 things to fixed, and they only address 1, that's better than nothing. Doesn't make it ideal
xylena_lazarow wrote: »I don't want to be in a "broken checking broken" meta either, but ZOS only ever seems to target damage. Nerf pressure damage? Okay fine, nerf HoT stacks and spammable burst heals too then, or Undeath, which is broken for many reasons including how hard it screws pressure builds (yes I abuse Undeath myself). Nerfing Ele Sus would likewise be a step in the wrong direction without a corresponding reduction to the insane amount of minmaxed defensive power available.IAmIcehouse wrote: »Just because one thing is over-performing doesn't mean something else isn't. Pretty much everyone is rooting for an ele sus nerf. If there are 10 things to fixed, and they only address 1, that's better than nothing. Doesn't make it ideal