MashmalloMan wrote: »Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
Monomyth has no realistic downside and crit damage is addative, not multiplicative, meaning if you were in a scenario where you could crit 100% of the time, 20% Major force would provide a bigger boost than 20% Huntsman.
On the topic of the new mythic... it's cool to see it be viable, but perhaps it's a little bit too strong for single target now that its proc condition has been made infinitely easier?
Previously the "fully charged heavy attack" part kind of reined in the power of the set since doing a fully charged heavy attack does result in a DPS loss typically and aren't without counterplay in PvP... but bash is another thing entirely and very easy to perform in any type of content.
Personally I'd rather see the set be more difficult to proc and encourage different types of gameplay than be just the next evolution of the power creep (for single target fights & most PvP builds).
ssewallb14_ESO wrote: »Not sure how I feel about 20% damage that can proc off of bash. I'll wait for parses but that seems like it would be insane at the high-end where players can reliably bash weave to keep the effect up without any DPS loss.
MashmalloMan wrote: »Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
Monomyth has no realistic downside and crit damage is addative, not multiplicative, meaning if you were in a scenario where you could crit 100% of the time, 20% Major force would provide a bigger boost than 20% Huntsman. This is ignoring the fact that Huntsman reduces your damage to all other targets by -50% and Monomyth gives Minor Berserk, Major Protection, and Minor Vitality. The "downsides" of the mythic are just as negligble as the -50% depending on your playstyle and perspective. So in this comparison, I'd still say Mono is stronger.
Velothi is not a general multiplier, it's "damage done to monsters" which is an entirely seperate bucket, aka, it doesn't have the same deminishing returns so the 15% you see is actually closer to 20% or above if it was a general all purpose multiplier. It also nerfs your light attack (single target) damage to 1%. This in effect has created 2 mythics with distinct playstyle purposes of 1v1 vs cleave, I hope pve dps parses prove this or else the mythic is useless.
Malacath is just bad, it's been bad and should be buffed as you described a bit. I wouldn't call for nerfs over something that hasn't even been properly tested yet.
Plus, even from pvp perspective, I'd rather die to someone with a +20% single target -50% cleave buff, then someone with a proc set which is what this set directly has to compete with. A Werewolf for instance would have trouble taking this set and a monster set at the same time, would I prefer to die to Selenes or this? This every time.
Frankly, I think in all examples given, the playstyle differences are distinct and interesting, none of them really need nerfs. Malacath needs a minor buff, and Mono needs an added negative for both bars since Minor Vuln and Minor Timity are easy to ignore, the pro's outweigh the con's a bit too much there.
@MashmalloMan Your assessment is correct, but I was mostly talking about PvP, especially while comparing it to Monomyth. In PvP you don't have 100% crit chance and sources of Minor Berserk are plenty. The damage reduction to other targets is quite negligible in PvP as well, because for most builds you are going to primarily deal damage to one target at a time, focus that down, then switch to the next target. Obviously for 1vX Northern Storm Wardens or for bombing, this doesn't apply.
I think at 20% Warmask is far stronger than Monomyth on most builds, provided you aren't fighting a build with a lot of cleanses (which to be fair are quite common). But that just reinforces that running forms of cleanse becomes more mandatory, making the strong builds even stronger.
It's a fair point that in PvP the set competes with monster sets, so perhaps I didn't factor that in enough, but I also don't think that it competes with proc sets much either, especially because this buff should multiply proc damage the same way Malacath does. I'd expect people to run proc sets on body and/or weapons with this, for example a Bash Build, scaling off resistance, with Deadlands Demolisher and getting that extra 20% on top with no extra effort involved to apply the buff. That could be quite strong and annoying to fight.
While talking about Velothi, I was talking about PvE, since you correctly noted that it's "damage done to monsters". From a pure PvE perspective, I wouldn't want to see Warmask nerfed either, so if ZOS decides to change it to 15% damage done, and an extra 5% damage done to monsters (or something along those lines) that would be fine with me. Making all of it only apply to monsters is overkill in my opinion. I like it when my mythic stays relevant in both PvE and PvP, like Oakensoul, so the PvPers can run pledges and daily randoms without needing to swap builds.
Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
MashmalloMan wrote: »Huntsman's Warmask - good change, but 20% is a bit too much. Compare that to Malacath's 16%, which comes with a major downside reducing its damage output. Warmask's downside is very minor by comparison. Looking at PvP, as it stands, this mythic is now more powerful than Monomyth (+20% damage > +20% crit damage). It's very easy to apply, has a short cooldown and a long duration with the only downside being that it can be cleansed (which is only relevant against builds that have a cleanse in the first place).
As it stands I think Malacath could probably use a buff up to 20% (the reason Malacath was nerfed down to 16% was because proc sets had high damage and couldn't crit anyway. Now many of them deal lower damage but can crit, which made Malacath weaker, so there is room to buff it).
For Warmask, either increase the cooldown or lower the bonus to 15%, which would bring it more in line with Velothi in PvE too.
Monomyth has no realistic downside and crit damage is addative, not multiplicative,