Littlebluelizard wrote: »Tbh the creation of NB is a NB nerf. They couldn't get nerfed when didnt exist. ZOS always ruins everything.
So... now all NB will HAVE to be vamps in order to stay competitive vs other classes that are non-vamp ? ? ? How is that a buff for a NB class lol....You gankers are getting a buff with the vamp changes and that ridiculous mythic item
Now everyone has invisibility every class will be better rogues then nb lmao makes zero sense but it is what it is unfortunately 😔Tommy_The_Gun wrote: »So... now all NB will HAVE to be vamps in order to stay competitive vs other classes that are non-vamp ? ? ? How is that a buff for a NB class lol....You gankers are getting a buff with the vamp changes and that ridiculous mythic item
btw. If something, Vamp will synergize better with other classes, as they will take more benefit. Necro, Sorc, or Warden & Templar in particular.
Also... wait till you get ganked by non-nb vamps....
Oh. Going invisible does get rid of it. Good news. I learnt something today
The way I see it, any NB intending to run divines is likely already running it. I also don't think that many people are going to switch from impen to other traits. Even if a lot of people start using The Ring of Malacath, crit will still be dangerous & therefore important to defend against. While you may be right to a certain degree, I think that this change will be a net negative for NBs.I don’t think it’ll effect NBs much. It’ll probably have the opposite effect.
The best traits besides impenetrable are sturdy, divines, infused and well fitted. I think it’ll moreso be a buff for any class/build that would want to dip into those traits, i.e gankers, blocking builds, medium armour and to a lesser degree max stat builds (magsorc and MagWarden).
I think you’ll see a lot of NBs with 7 divines with the lover mundus.
Well, I know exactly how high it can go.BaiterOfZergs wrote: »I honestly don’t think people realize how high crit damage can go , you having 3k impen isn’t stopping a Templar or NB with an extra 30-40 percent crit damage + a ton of penetration.
Oh. Going invisible does get rid of it. Good news. I learnt something today
Yeah, thankfully it does. Vampire ganking will surely be a thing, but at least that particular mythic item won’t work with it.
I don’t think it’ll effect NBs much. It’ll probably have the opposite effect.
The best traits besides impenetrable are sturdy, divines, infused and well fitted. I think it’ll moreso be a buff for any class/build that would want to dip into those traits, i.e gankers, blocking builds, medium armour and to a lesser degree max stat builds (magsorc and MagWarden).
I think you’ll see a lot of NBs with 7 divines with the lover mundus.
No, classes with good sustain and healing (read: non-Nightblades) are [potentially] getting buffed by the vamp changes, and the "ridiculous mythic item" resets to zero if you even accidentally crouch, let alone cloak.You gankers are getting a buff with the vamp changes and that ridiculous mythic item
Well, I know exactly how high it can go.BaiterOfZergs wrote: »I honestly don’t think people realize how high crit damage can go , you having 3k impen isn’t stopping a Templar or NB with an extra 30-40 percent crit damage + a ton of penetration.
People will stay in majority in impen, and may drop one or two pieces for the traits that are worth it.
Sturdy and well fitted.
There is no reason ever if you are not a 100% gank build to put something else than Impen/sturdy/well fitted in PvP.
No, classes with good sustain and healing (read: non-Nightblades) are [potentially] getting buffed by the vamp changes, and the "ridiculous mythic item" resets to zero if you even accidentally crouch, let alone cloak.You gankers are getting a buff with the vamp changes and that ridiculous mythic item
I spent the better part of 2 weeks on the PTS trying to make vampirism work on my magblade, and basically I have to either stay at stage one and lose [a not insignificant amount of] damage, or cure myself and still lose a small amount. Blood Frenzy is completely non-viable.
The only NB PVP builds that vampirism may work with are high health tank builds (thus not much if any damage increase) and possibly bow-gank builds — but I'm not sure how viable even they would be since you need strong HOTs to make Blood Frenzy viable and all of your skills will be 10% more expensive if you want the Strike from the Shadows passive.
For all other NB builds, the vampirism rework is a net negative.
3k crit resistance mitigates 45.45% crit damage, regardless of crit modifiers or class. When the changes go live, that 3k will turn into 3,748 and it will mitigate 56.78%.BaiterOfZergs wrote: »So with base crit + crit modifiers how much damage is 3k impen really mitigating from a Templar and NB ?Well, I know exactly how high it can go.BaiterOfZergs wrote: »I honestly don’t think people realize how high crit damage can go , you having 3k impen isn’t stopping a Templar or NB with an extra 30-40 percent crit damage + a ton of penetration.
Oh, I don't know that the build itself would be all that great, I'm just saying that that's likely what you'd need to fully take advantage of vampirism on a NB. The health per second cost of Blood Frenzy is pretty high.No, classes with good sustain and healing (read: non-Nightblades) are [potentially] getting buffed by the vamp changes, and the "ridiculous mythic item" resets to zero if you even accidentally crouch, let alone cloak.You gankers are getting a buff with the vamp changes and that ridiculous mythic item
I spent the better part of 2 weeks on the PTS trying to make vampirism work on my magblade, and basically I have to either stay at stage one and lose [a not insignificant amount of] damage, or cure myself and still lose a small amount. Blood Frenzy is completely non-viable.
The only NB PVP builds that vampirism may work with are high health tank builds (thus not much if any damage increase) and possibly bow-gank builds — but I'm not sure how viable even they would be since you need strong HOTs to make Blood Frenzy viable and all of your skills will be 10% more expensive if you want the Strike from the Shadows passive.
For all other NB builds, the vampirism rework is a net negative.
I would like to see an example of a high health NB tank build working in pvp as a vampire (or even not as a vampire for that matter).
Iv'e been trying to make such a build work for a while now but i can't seem to get it right (both in damage output and survivability)
3k crit resistance mitigates 45.45% crit damage, regardless of crit modifiers or class. When the changes go live, that 3k will turn into 3,748 and it will mitigate 56.78%.BaiterOfZergs wrote: »So with base crit + crit modifiers how much damage is 3k impen really mitigating from a Templar and NB ?Well, I know exactly how high it can go.BaiterOfZergs wrote: »I honestly don’t think people realize how high crit damage can go , you having 3k impen isn’t stopping a Templar or NB with an extra 30-40 percent crit damage + a ton of penetration.
It'll probably feel worse in no CP though. Because you lose 9% crit chance and [up to] 25% crit damage in no CP, the on-demand crits that Cloak allows and the 10% crit damage increase from Hemorrhage are invaluable to NBs. An additional 11% crit damage loss will be pretty noticable.
BaiterOfZergs wrote: »3k crit resistance mitigates 45.45% crit damage, regardless of crit modifiers or class. When the changes go live, that 3k will turn into 3,748 and it will mitigate 56.78%.BaiterOfZergs wrote: »So with base crit + crit modifiers how much damage is 3k impen really mitigating from a Templar and NB ?Well, I know exactly how high it can go.BaiterOfZergs wrote: »I honestly don’t think people realize how high crit damage can go , you having 3k impen isn’t stopping a Templar or NB with an extra 30-40 percent crit damage + a ton of penetration.
It'll probably feel worse in no CP though. Because you lose 9% crit chance and [up to] 25% crit damage in no CP, the on-demand crits that Cloak allows and the 10% crit damage increase from Hemorrhage are invaluable to NBs. An additional 11% crit damage loss will be pretty noticable.
What is the base crit modifier?
You also have to consider that your damage and someone else’s extra 30 percent damage isn’t the same. So that 30-40 percent can be added on to let’s say 1500 or it can be added on to 3500. Which is a noticeable difference.
I also think no cp next update will have ridiculously high damage, damage is already too high in no cp. So while 11% is a good amount to lose you still have to account for the extra damage you’re getting in no cp due to the mitigation nerfs.
BaiterOfZergs wrote: »3k crit resistance mitigates 45.45% crit damage, regardless of crit modifiers or class. When the changes go live, that 3k will turn into 3,748 and it will mitigate 56.78%.BaiterOfZergs wrote: »So with base crit + crit modifiers how much damage is 3k impen really mitigating from a Templar and NB ?Well, I know exactly how high it can go.BaiterOfZergs wrote: »I honestly don’t think people realize how high crit damage can go , you having 3k impen isn’t stopping a Templar or NB with an extra 30-40 percent crit damage + a ton of penetration.
It'll probably feel worse in no CP though. Because you lose 9% crit chance and [up to] 25% crit damage in no CP, the on-demand crits that Cloak allows and the 10% crit damage increase from Hemorrhage are invaluable to NBs. An additional 11% crit damage loss will be pretty noticable.
What is the base crit modifier?
You also have to consider that your damage and someone else’s extra 30 percent damage isn’t the same. So that 30-40 percent can be added on to let’s say 1500 or it can be added on to 3500. Which is a noticeable difference.
I also think no cp next update will have ridiculously high damage, damage is already too high in no cp. So while 11% is a good amount to lose you still have to account for the extra damage you’re getting in no cp due to the mitigation nerfs.
(Crit) Dmg in nocp certainly does not need any nerfs. Only dmg that is too high in nocp is proc dmg and that's not reduced by crit resist - but it will get a huge buff by malacath's. Shifting the meta even more towards procs is the opposite of what should happen for nocp pvp.
BaiterOfZergs wrote: »BaiterOfZergs wrote: »3k crit resistance mitigates 45.45% crit damage, regardless of crit modifiers or class. When the changes go live, that 3k will turn into 3,748 and it will mitigate 56.78%.BaiterOfZergs wrote: »So with base crit + crit modifiers how much damage is 3k impen really mitigating from a Templar and NB ?Well, I know exactly how high it can go.BaiterOfZergs wrote: »I honestly don’t think people realize how high crit damage can go , you having 3k impen isn’t stopping a Templar or NB with an extra 30-40 percent crit damage + a ton of penetration.
It'll probably feel worse in no CP though. Because you lose 9% crit chance and [up to] 25% crit damage in no CP, the on-demand crits that Cloak allows and the 10% crit damage increase from Hemorrhage are invaluable to NBs. An additional 11% crit damage loss will be pretty noticable.
What is the base crit modifier?
You also have to consider that your damage and someone else’s extra 30 percent damage isn’t the same. So that 30-40 percent can be added on to let’s say 1500 or it can be added on to 3500. Which is a noticeable difference.
I also think no cp next update will have ridiculously high damage, damage is already too high in no cp. So while 11% is a good amount to lose you still have to account for the extra damage you’re getting in no cp due to the mitigation nerfs.
(Crit) Dmg in nocp certainly does not need any nerfs. Only dmg that is too high in nocp is proc dmg and that's not reduced by crit resist - but it will get a huge buff by malacath's. Shifting the meta even more towards procs is the opposite of what should happen for nocp pvp.
No one really uses proc damage in no cp. I mostly play no cp.
Damage is definitely high in no cp, the only thing that balances it out is healers and people that know what they’re doing but even then you can still damn near instagib someone. Even with lower crit chance people still crit a lot as well, wizard riposte meta made it even more blatantly obvious.
A few people will try to use the ring but have to wait and see how that goes. Although that would just add to my no cp prediction with or without procs.
Anyways. I didn’t say anything about a nerf, just that damage is too high because it is and good players aren’t good indicators , average players are because good players will always skew things since they’ll always adapt and be good. That’s the reason you don’t balance a game based on the 1 percent.