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Don't you think 50% damage reduction is a bit much.

TheBull
TheBull
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I mean don't get me wrong I understand why it was done. One and two shots are no fun for the person getting killed. At the same time, from this vets prospective that chance of being killed by making mistakes gave an edge to ESO pvp. It made combat exhilarating. Running around out of stealth was a death sentence for cloth and medium armor wearing vampires. There were repercussions for choices you made.

I was about to start rambling. I'm just gonna get to the point. Come 1.7 good players will never kill each other. Let me back that up, two players of equal skill will never kill each other. A good player will still kill a bad player nearly as fast though. Maybe the bad player gets a couple more global cool downs, or maybe they get to run for help. They are certainly not gonna kill the good player. At least in 1.6 they had a punchers chance. They could land a lucky shard, or soul harvest and change the fight.

Beyond all of that it just feels like we are fighting with pillows. Nothing really hurts, nothing really works. I mean somethings work eventually, but before that time chances are someone else is running up stealing a bit of your glory and or honor. Winner or loser it's feels more "meh..." than "hell yeah!" in those situations, at least for me.

Idk 40%, 35% reduction maybe? There will be time to react, but you could still be hit hard enough to feel a sense of urgency. The feel of danger is important. Without it things get dull.

What do you guys think?
  • actosh
    actosh
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    You can still hit hard as *** and now u just have to invest a bit more.

    I like it how it is right now.
  • Lord_Hev
    Lord_Hev
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    I think they need to suck up, and go back to the old Health/mag/stam ratio before 1.6 screwed up TTK.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • AssaultLemming
    AssaultLemming
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    I've been happy with how it is currently on live, I didn't like the new changes on pts at all.
  • newtinmpls
    newtinmpls
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    I want softcaps back
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Zsymon
    Zsymon
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    Deleted.
    Edited by Zsymon on August 7, 2015 10:25AM
  • Arkh__Longstride
    10 mins duels are not fun. Change it ffs
  • Sarousse
    Sarousse
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    The TTK is perfect right now on the pts, the fights are strategic and fun.

    Can't wait to see this on live servers.
  • Zsymon
    Zsymon
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    10 mins duels are not fun. Change it ffs

    ESO PvP is not about duels though, it was never meant to be balanced for duels.

    In group PvP the TTK is far too low on Live, and on PTS it is pretty much picture perfect. Sure it would have been better to just revert to the old health ratios to increase TTK, but companies don't admit mistakes, and this is the next best thing.
    Edited by Zsymon on August 7, 2015 10:23AM
  • Armitas
    Armitas
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    I think they need to fix the problems directly not globally. The global nerfs have gone too far, a little bit is okay and good to have, but now it's just getting absurd.

    There is a ton of mediocre damagers out there and a handful of OP nukers which are the direct cause of the TTL issue. With the Global nerf they nerf the mediocre damagers into pitiful damagers and the nukers into mediocre damagers and now TTL is too high (from your report). An obvious outcome to such a broad fix for a specific problem. I just do not understand their thinking, the major changes on this entire update make no sense at all. Their focus, and solutions are just so out of whack.
    Edited by Armitas on August 7, 2015 11:13AM
    Retired.
    Nord mDK
  • ScruffyWhiskers
    ScruffyWhiskers
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    I sure hope they try 35% with the next build.
  • Farorin
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    I agree, I found it fun and exciting how kills were pretty quick.

    Now it feels slow, sluggish, and it feels like your fighting with toys, not weapons. Fights last way too long, and if both players are good a fight can drag on long enough for them to literally get bored and mutually give up to walk away.
  • TheBull
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    I sure hope they try 35% with the next build.

    Or the one after. They said dmg and shields currently aren't calculating right on pts and they want to see how that works before they make more changes like crit to shields. I'm not sure if that means dmg was to high or too low though...

    "We have a fix in for the next PTS build that resolves an issue with Battle Spirit where the damage/healing/shield values were not being calculated properly."
  • Draehl
    Draehl
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    Keep 50% damage reduction.
    Reduce stam/magicka ability costs by 50%
    Reduce stam/magicka regen/restore by 75%

    Fights last longer. Players have relatively larger pools to start, but they eventually run out. Shields can stay potent. Burst can stay potent. Dodge/block nerfs can be reverted. Efficient builds become more relevant. But again, players run out and can't heal forever. Fights generally last longer but they end.
     
    Edited by Draehl on August 8, 2015 12:33AM
    Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
    Alt: Argonian Dragonknight (Stam DoTs/Tank) 5H/2M - S&B + Bow
    Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
    Alt: Altmer Sorceror (Pewpew) 7L - Destro + Resto
  • Etharian
    Etharian
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    50% is perfect... Wait til shields are crittable. you will see, and everyone is runnign around in v14 gear too. so wait til you get maxed out and the dmg will be fine at 50%
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    I honestly don't know what people are complaining about I seen and have been melted just as fast on PTS as on live.
  • Nifty2g
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    newtinmpls wrote: »
    I want softcaps back
    soft caps are the devil. do not bring back, just fix up your champion system please zos
    #MOREORBS
  • olemanwinter
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    The TTK is perfect right now on the pts, the fights are strategic and fun.
    .

    Strategy = have more people.

    Or if evenly matched, have more people arrive first.

    Win.
  • olemanwinter
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    I'm still waiting to experience ANYTHING REMOTELY like 2.1 live on the PTS before I judge.

    If they fix the bubble shield bugs....If they make shields crit....but what if they fix long standing penetration math and damage overflow after shields....If if but but if if.

    All I know is TTK is too high now, combat is tedious, and too often it simply comes down to numbers, making small battles feel like pointless zerg battles.

    But I wouldn't advocate for anything right now until they present us with a HALF WAY DECENT REPRESENTATION to judge. Which they have not yet done.
  • Zsymon
    Zsymon
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    Draehl wrote: »
    Keep 50% damage reduction.
    Reduce stam/magicka ability costs by 50%
    Reduce stam/magicka regen/restore by 75%

    Fights last longer. Players have relatively larger pools to start, but they eventually run out. Shields can stay potent. Burst can stay potent. Dodge/block nerfs can be reverted. Efficient builds become more relevant. But again, players run out and can't heal forever. Fights generally last longer but they end.
     

    You're trying to balance PvP around solo fighting, that is not going to work because this game only supports group PvP.

    In group PvP, the current TTK is absolutely perfect. No one stays alive forever but people don't die the moment they enter the battlefield. The numbers are just right now in my opinion.
    Edited by Zsymon on August 8, 2015 6:00AM
  • Zsymon
    Zsymon
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    Etharian wrote: »
    50% is perfect... Wait til shields are crittable. you will see, and everyone is runnign around in v14 gear too. so wait til you get maxed out and the dmg will be fine at 50%

    It's not been confirmed that damage shields will become crittable, they said they're going to test the improved formula first.
  • Draehl
    Draehl
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    Zsymon wrote: »
    Draehl wrote: »
    Keep 50% damage reduction.
    Reduce stam/magicka ability costs by 50%
    Reduce stam/magicka regen/restore by 75%

    Fights last longer. Players have relatively larger pools to start, but they eventually run out. Shields can stay potent. Burst can stay potent. Dodge/block nerfs can be reverted. Efficient builds become more relevant. But again, players run out and can't heal forever. Fights generally last longer but they end.
     

    You're trying to balance PvP around solo fighting, that is not going to work because this game only supports group PvP.

    In group PvP, the current TTK is absolutely perfect. No one stays alive forever but people don't die the moment they enter the battlefield. The numbers are just right now in my opinion.

    The same applies to group. IE healers cant top allies off for maybe a couple minutes, but when they go OOM their allies fall or defeat the enemy first. Fights ending is the key point here be it 1v1 or 20v20. Unless one side is closer to a respawn point where fresh players can come in- in which case, hey, superior supply lines = more sustainable war just as it should be.
    Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
    Alt: Argonian Dragonknight (Stam DoTs/Tank) 5H/2M - S&B + Bow
    Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
    Alt: Altmer Sorceror (Pewpew) 7L - Destro + Resto
  • c0rp
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    The regen in this game needs to be nerfed by 50%.
    Edited by c0rp on August 8, 2015 2:25PM
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
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