Tommy_The_Gun wrote: »https://eso-sets.com/set/lamp-knights-art
(5 items) Gain 100000 Offensive Penetration. Reduce your damage done by 46%.
I would guess that people compensate dmg loss with high crit chance & buffs, so dmg loss is minimal.
Pixiepumpkin wrote: »Pretty much power played through Whitestrakes Mayhem, power played through this past deathmatch weekend.
All was well, doing my thing.
I changed nothing. Not build, not gear, not playstyle.
Since the patch, I am getting literally globaled, dying so fast I don't even see it coming. Full health + shield (I am a full mag sorc) and I fall down dead before I even see the enemy player.
This has happened every match since the patch, no hyperobole.
Is there an exploit being abused regarding Lamp Knight's Art set? I am seeing numbers hit me like I am naked. Numbers hitting me like I hit in PVE.
Wait until week 2 of April. Event players are taking a break, and your MMR is probably insanely high, so you're being matched with the meta abusers. The only significant change with PvP balance this patch was nerfing Way of Fire to proc only on L/H attacks which only affects pressure builds. I'm certain the math was already done on Lamp Knights to see that it's not that great of a set.
ssewallb14_ESO wrote: »They "hard coded" the base 10% damage reduction, without giving any specifics other than it should be a slight net mitigation increase over the previous hidden buff.
That being said, I feel like I'm taking slightly more damage.
Did anyone actually test this to confirm it's working and that the numbers make sense? It wouldn't surprise me if we've been Zenimath'd.
xylena_lazarow wrote: »Probably just that Mayhem and the Deathmatch event were both full of noobs who leave when it's done, now post event you're fighting against all the sweatlords and diehards.
Renato90085 wrote: »ssewallb14_ESO wrote: »They "hard coded" the base 10% damage reduction, without giving any specifics other than it should be a slight net mitigation increase over the previous hidden buff.
That being said, I feel like I'm taking slightly more damage.
Did anyone actually test this to confirm it's working and that the numbers make sense? It wouldn't surprise me if we've been Zenimath'd.
I noticed I not get one shot dead by dsrhm twin bash mechanic
Yesterday run need 2 shot dead.
Sorry you lost me there. Nothing feels different to me, I keep forgetting there was even an update.Pixiepumpkin wrote: »I am still top scoring on my team
My win rate has dropped drastically
If you've played in coordinated smallscale or ball groups for years, and you randomly end up in a group with someone else who has done this, it's not that hard to watch each other move and deploy familiar tactics.BejaProphet wrote: »I’ve ran into several groups that seemed suspiciously well coordinated
BejaProphet wrote: »@Pixiepumpkin
How are groups Q’ing into solo matches?
I’ve ran into several groups that seemed suspiciously well coordinated and I’ve suspected this. But how do you know?
xylena_lazarow wrote: »Sorry you lost me there. Nothing feels different to me, I keep forgetting there was even an update.Pixiepumpkin wrote: »I am still top scoring on my team
My win rate has dropped drastically
Pixiepumpkin wrote: »Renato90085 wrote: »ssewallb14_ESO wrote: »They "hard coded" the base 10% damage reduction, without giving any specifics other than it should be a slight net mitigation increase over the previous hidden buff.
That being said, I feel like I'm taking slightly more damage.
Did anyone actually test this to confirm it's working and that the numbers make sense? It wouldn't surprise me if we've been Zenimath'd.
I noticed I not get one shot dead by dsrhm twin bash mechanic
Yesterday run need 2 shot dead.
Blast bones is NUKING me hard. I am thinking, no I am knowing that not all damage is being reduced by Lamp Knights. The set is being exploited right now.
I tried it, and did TERRIBLE damage even when paring with crit, damage buffs, crit damage etc.
Pixiepumpkin wrote: »BejaProphet wrote: »@Pixiepumpkin
How are groups Q’ing into solo matches?
I’ve ran into several groups that seemed suspiciously well coordinated and I’ve suspected this. But how do you know?
1. I see the same people playing together back to back to back to back.
2. I can tell by their coordination. One player pulls, the second stuns/execute. It happens to fast to be "organic".
3. Others in PVP guilds have told me they are doing this.
Right now, my wife is in her own game, I am in my own game because we cant group queue into premade PVP without stupid wait times. Yet, PVP guilds are queuing together to steamroll pugs.
They have an advantage that is only created through abuse. Its LITERALLY cheating.
Avran_Sylt wrote: »Pixiepumpkin wrote: »Renato90085 wrote: »ssewallb14_ESO wrote: »They "hard coded" the base 10% damage reduction, without giving any specifics other than it should be a slight net mitigation increase over the previous hidden buff.
That being said, I feel like I'm taking slightly more damage.
Did anyone actually test this to confirm it's working and that the numbers make sense? It wouldn't surprise me if we've been Zenimath'd.
I noticed I not get one shot dead by dsrhm twin bash mechanic
Yesterday run need 2 shot dead.
Blast bones is NUKING me hard. I am thinking, no I am knowing that not all damage is being reduced by Lamp Knights. The set is being exploited right now.
I tried it, and did TERRIBLE damage even when paring with crit, damage buffs, crit damage etc.
Huh. You know what, I wonder if the player damage reduction is reflected onto pet damage (and if blastbones is pet damage). Not that I have the stuff to test it out atm.
Major_Mangle wrote: »Pixiepumpkin wrote: »BejaProphet wrote: »@Pixiepumpkin
How are groups Q’ing into solo matches?
I’ve ran into several groups that seemed suspiciously well coordinated and I’ve suspected this. But how do you know?
1. I see the same people playing together back to back to back to back.
2. I can tell by their coordination. One player pulls, the second stuns/execute. It happens to fast to be "organic".
3. Others in PVP guilds have told me they are doing this.
Right now, my wife is in her own game, I am in my own game because we cant group queue into premade PVP without stupid wait times. Yet, PVP guilds are queuing together to steamroll pugs.
They have an advantage that is only created through abuse. Its LITERALLY cheating.
The bolded part is the main reason they do it, no one likes sitting in a 20 min queue just to steamroll a bg (maybe some do idk). Add to the fact that no proper premades actually queue anymore. The few times I queue for group queue with a friend it's a seal club 9/10 times, which becomes boring really quickly. I know that some guilds occasionally get like 6-8 people to coordinate queueing into the solo queue with the intention to "tryhard" eachother (I've been part of such events a few times and it's quite funny), but ofc there will be those who do it with the intention to seal sclub in the solo queue. It is what it is. Not much one can do about it.
Tommy_The_Gun wrote: »https://eso-sets.com/set/lamp-knights-art
(5 items) Gain 100000 Offensive Penetration. Reduce your damage done by 46%.
I would guess that people compensate dmg loss with high crit chance & buffs, so dmg loss is minimal.
CalamityCat wrote: »If you suspect something shady, record record logs of battles and use any combat metrics add-ons you can to look at exactly what happened.
Sorcs are strong in PvP, so it makes sense that some players build to counteract them. I wouldn't call that an exploit unless I had logs and maybe a video to show something actually naughty was happening.
Pixiepumpkin wrote: »Tanks also are a build that players expect and build to counter though. Again, if you think something shady is going on the devs can't it unless it's reproducible. Hence why I suggested taking logs to see everything that's happening.CalamityCat wrote: »Its not just happening to sorcs. It's also happening to tank builds with high health while blocking.
Sorcs WERE strong in PVP. The nerf to shields hit hard. Before 4 days ago, I could shield, get a hit in before shielding again. Now literally spamming shields will not keep me alive against 1 strong player, nevermind 2.
Outside of that. Going from full health (30k) + shield to INSTANT dead, literally instant dead, do not even see combat. I go from alive to death recap without seeing anything inbetween. That is not an effect of "sorcs are strong so people build to counter".
I died to a winter storm ult in 3 hits yesterday. Something is off.
The insta death thing was certainly happening pre-update, but I haven't had it happen and not understood why. Log fights and see what turns up.