MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »Avran_Sylt wrote: »Given some comments about the recent AMA there seems to be sentiment that hybridization isn't finished yet, but I'm kind of struggling to see how that's the case?
spell Pen and weapon pen is now pen, that was about it. Otherwise they reworked almost every instance of pen and armor to be the same stat. They did the hard work of recoding so skills would atleast consider both stats and pick the highest.....granted this only causes more calculations to take place unnecessarily
We still have:
- Spell crit vs weapon crit. Most of these are down to only 1-2 niche differences. Like crit only has a difference because of old potions and class "unique" minor buffs
- Spell vs Weapon damage has the same niche class buffs for minor, while also having silly things like the mundus stones that could be combined and have the extra stone changed to something like crit resist.
- Spell resists vs Weapon resists I think only has the light armor passive which gives spell resists and then the breton spell resist proc. These could easily just be baked into % buff modifiers instead. For instance there is no reason for the light armor and heavy armor phys and mag rock paper scissors, just remove that layer all together and have the light armor %spellmit passive replace the spell resist
Then go on to look at systems likeFrom zos's recent streams it sounds like they already contemplated rewriting alchemy, but didnt because it would upset the power balance between alchemy and the other systems. So instead we are just going to sit here with several outdated systems which have clear BIS choices that are more efficient than others.
- food
- mundus
- alchemy
- skill morphs
- armor enchants
- jewelry enchants
Actually, I'm going to walk back my viewpoint on spell/weapon resists, thinking about it more.
The basic stats from sets/mundus are fine being universal.
But as far as the phys mag rock paper scissors with armor weights I think that ties into some of the lore of the world. And as far as resistances, the spell/phys resistance values are mitigation%, but sticking to the default mitigation% and its softcaps.
For resists its just silly since there are only like 2-3 places where you can get spell resists on its own. So the game is bloated in 99% of code because there are two resists going on instead of just the one
tomofhyrule wrote: »MashmalloMan wrote: »Stones: Warrior is going to disappear when ws damage combines, how great would it be to introduce Crit Resist in its place. Super flexible, this would be helpful for theory crafting and work in no cp environments.
I feel like this is one of the main reasons why they haven’t finished hybridizing yet is things like that. “We need to shoehorn this thing in” conflicts with “try to keep some semblance of the lore”
We have a +Weapon Damage Mundus in the Warrior and a +Spell Damage in the Apprentice. A lot of people say “yeah, just combine it and make one the crit resist!”
So what’s the logic of making the Warrior, which is all about attacking things, lose its offensive bonus to pick up a defensive one? Why not keep Warrior as the +Damage and change the Apprentice to +Resist?
Sure, no difference for most people. But there are people who will riot either way because of the lore - we already have a lot of people still raging that the Bosmer racial passive, that they’ve had since Arena, got changed because “we shouldn’t overlap with Khajiit” (and it’d probably have made more sense logically for the catfolk to get the detection and let the elves keep the stealth)
Now if you ask me, I’d rather go back to separate stats over hybridization, but that ship sailed a while ago. Heck, I think it’d be really cool to bring back elemental weakness/resistance mechanics.
MashmalloMan wrote: »No it does not seem pointless, it seems unacceptable. 4 years is a long time with no end in site, imagine you conceived a child in Jan 2022, it would now be speaking full sentences and walking on its own today. It's beyond the point of the playerbase having to come up with excuses and defend what is potentially their thought process. I have no doubt that you're correct, but it doesn't make it right. In no service anywhere in the world should you have to wait 4 years+ for something to finish, let alone returning paying customer base that is only given broken promises.
Plus, what you're probably referring to is what ZOS is also locked in on; reworking consumables for potions, poisons, and food/drinks. No one actually cares about this part, they could take another 4 years to adjust this for all we care.
Most people just want Major Prophecy/Savagery and Sorcery/Brutality on their pots and they would be happy with the unfinished state it's in because it doesn't really effect them any more.
Inevitably, they will combine weapon/spell into 1 value as they stated so I fail to see how this would potentially require a redesign in the future. It would reduce the calculations on the server and the number of buffs to track. It's a net gain, but again, this is above us. We shouldn't have to make excuses or justifications for them.
MashmalloMan wrote: »We all know it's a work in progress, but the closer they get to what we like about ESO as you said, the more reason there seems to be to just adjust the core experience to meet performance requirements the opposite direction. Let's not forget they're the ones that keep digging this hole. We've requested for years to put some type of cap on aoe healing or reduction. Update 35 was their grand plan to reduce complexity of rotations, but they made dots 20-30s long. If even mail lasting 30 days was an issue vs 14, imagine what 10s dots going to 20-30s did? I mean clearly they think it's one of the problems because dots are like 5s in Vengence and aoe dots are non existent.
Again, if I didn't think the campaign was taking up resources for developing the parts of the game I care about, then I wouldn't care, but it clearly is. I hope I'm wrong, but patch after patch we're told to keep waiting as if we have the memory of a gold fish. It's insulting. More recently we're told by the lead dev that he sees no issue with the 500+ older sets and apparently is scared to adjust them because of vertical power creep in a game with only 12 available slots and countless underbudget, objectively, and mathematically bad sets based on their own standards I could nit pick for days.
MincMincMinc wrote: »MashmalloMan wrote: »"It's just a test guys."
Best part, as all this is happening, we've noticably had next to no balance adjustments for the 500+ bad sets or the handful of clearly over budget sets that everyone is running. 4 years of incomplete hybridization. Next to no meaningful class balance adjustments outside of their set balance standard pass on passives with U46.
If it's not the future... then who is green lightning the time and resources wasted on this? We get it, less calculations, less aoe, less buff/debuff overlap and set variation equals better performance, so what exactly are we even "testing" anymore?
The real "test" is to see if they can develop a simplified, performant, permanent mode, into a playable state the playerbase enjoys enough so they can inevitably abandon efforts on ever fixing the base game cyrodiil.
Leave up the Vengence campaign for a month with no incentives, no golden pursuit, no bonus ap/xp, just let people decide what they find more enjoyable and I think they'll get their answer pretty quickly.
To the first point, say they do make those changes and complete hybridization. Doesn't it seem pointless if the testing finds that it all has to be redone anyways?
MincMincMinc wrote: »Even doing the random strip away tests like I talked about above they could spend years and still not find a "source" of the lag, we all know deep down that the lag is from ALL of the systems across the board being bloated and without restrictions over the years. So random strip tests wont solve the problem, which only leaves you with wide sweeping power creep bloat reduction simplifications for systems or to start from scratch. Or just let the game die as is I suppose.
Likely they have to keep doing the tests to justify continuing to work on pvp at all. The higher ups would be expecting results after month long projects of rewriting existing code.
MincMincMinc wrote: »Sure you could leave the current vengeance campaign up for a month.....but whats the point? Itd be comparing an alpha test to a game with 10 years of development. We will see this week2 of Vengeance4. That will be the time to hard press zos to make sure they develop vengeance with the notion of bringing sets and normal ESO build elements back instead of the perk and loadout system. Which I think most people would agree would be the best solution as it retains all the build systems people like while reducing bloat across the board that is unnecessary.