Just a couple more years until classes are reworked. Hang in there.
tomofhyrule wrote: »

Oblivion_Protocol wrote: »15K? Those are rookie numbers. You gotta pump those numbers up.
Urzigurumash wrote: »Feels like the most narrow meta in history. Yes / No?
Urzigurumash wrote: »Feels like the most narrow meta in history. Yes / No?
It’s weird, some nights queueing Battlegrounds I’ll see all the variety in the world, other nights all I’m seeing is Aedric Spear, Storm Calling, Assassination, and Animal Companions.
No idea why this happens; but man does it feel like trash having one of those freak nights.
Personofsecrets wrote: »It's crazy that the design team started with the worst class and made it worse rather than a different starting point.
What is your crit resistance looking like? The meta is to stack crit chance and damage and let burst skills do all the work for you. It is very easy to reach the crit damage cap with 0 drawbacks thanks to subclassing and monomyth. Crit damage works in 2 ways. Every player has 50% base critical damage, and you can then obtain another 75% through buffs and passives to reach the cap. Crit resistance reduces damage from crit hits by 1% per 68 crit resistance. It takes 3400 crit resistance to remove the base 50% crit damage from a player, something that can be done with rallying cry and 4 pieces of impen gear. That used to be more than enough, but ever since june of last year, you're still going to be dealing with players who are doing 75% extra damage from crits. There's no cap or diminishing returns for crit resistance, so it's honestly not a bad idea to do 6 impen + rallying cry + at least 1 piece nibenay, + resilience CP for a total of about 78% damage reduction from crits. You can negate the rest of their damage with restoring light. It's not going to make you immortal, but it's going to help avoid getting hit from those 15k+ shalks and spec bows.
Oblivion_Protocol wrote: »What is your crit resistance looking like? The meta is to stack crit chance and damage and let burst skills do all the work for you. It is very easy to reach the crit damage cap with 0 drawbacks thanks to subclassing and monomyth. Crit damage works in 2 ways. Every player has 50% base critical damage, and you can then obtain another 75% through buffs and passives to reach the cap. Crit resistance reduces damage from crit hits by 1% per 68 crit resistance. It takes 3400 crit resistance to remove the base 50% crit damage from a player, something that can be done with rallying cry and 4 pieces of impen gear. That used to be more than enough, but ever since june of last year, you're still going to be dealing with players who are doing 75% extra damage from crits. There's no cap or diminishing returns for crit resistance, so it's honestly not a bad idea to do 6 impen + rallying cry + at least 1 piece nibenay, + resilience CP for a total of about 78% damage reduction from crits. You can negate the rest of their damage with restoring light. It's not going to make you immortal, but it's going to help avoid getting hit from those 15k+ shalks and spec bows.
Except here’s the problem. Between Monomyth, Scribing giving access to Minor Force, Khajit racial bonuses, Assassination and Animal Companion passives, and dual-wield bonus with Axes (though most people still run Maces), you’ve got folks running around with an easy 105-110% crit damage per fight with no diminishing returns, meaning that base damage and healing are still in the stratosphere.
Everyone is forced into Rallying Cry, Resilience CP, and 6pc Impen just to survive the initial burst. And for many, that’s not even enough.
Commenting on the variety topic of this. I remember a few nights ago in sub 50 going against a draconic power/ dawn wrath/ winter embrace guy. Was pretty interesting to see, no clue if it was strong since I was in Rando green gear but still enjoyed the match.