Avran_Sylt wrote: »CameraBeardThePirate wrote: »Its about the same as other delayed burst AoE skills, not really an outlier by any means. It actually deals less than 2 Blastbones.
Deep Fissure: 2591+3600 (6191 with both hits, missable but unpurgeable, plus about 9k pen)
Haunting Curse: 2999+2999 (5998 with both hits, unmissable but purgeable, don't need to aim)
Blastbones: 3600 + two instances of disease, so closer to 4000 (shorter timer, technically missable and dodgeable due to pet weirdness, don't need to aim). Two of these would be 7200 (plus 4 instances of disease since Blastbones bypasses the AoE disease cooldown).
Tentacular Dread: 2002 with 0 crux, 3984 with 3 crux (plus an additional 11% from ink, missable, not technically delayed so harder to line up with other skills). Two fully charged would be 7968 (+11% from ink)
The 2900-4000 range is the standard for delayed AoE burst abilities per hit. Unlike Blastbones and Curse, you need to be aimed at your target and mid range or closer with Shalks.
As you note, Blastbones is jank, can be killed before it lands, can get stunned, odd pathing not letting it line up with other burst effectively, but it's well-telegraphed with an actual NPC running towards you. Keep in mind that in your example you're casting it twice, so double the resource cost and add an action opportunity cost.
Haunting is well-telegraphed including a countdown viewable by you or your opponent if either are using UI debuff timers, and as you note cleansable. However unless you're a Sorc there's also the opportunity cost of not being able to take the Stormcalling subclass as well.
Deep Fissure is a source of Major Breach which amps all other damage sources including its second cast (also making your bar more slot efficient), isn't cleansable, with less easily visualized/tracked telegraphs, and as it's centered on you, the detonation zone is under your control, and not the opponent, even allowing surprise attacks. mid-range isn't as much of a concern anymore with subclassing and the availability of Streak through Stormcalling (where hey, you can get Major Resolve from Lightning Form too!)
Tentacular dread doesn't belong in this list as it has a prerequisite of casting crux generating skills, it is not free-form like the rest, heavily restricting the skills you can use.
Why pay 100 people for ten years to develop a new IP when AI can do it in a year? Or six months? For a fraction of a fraction of the cost? The future of gaming is AI and what we're seeing here is the beginning of that. Heck, the future is AI period. Look at GTA6, ten years in development, 1-2 billion spent, and now that it might be close to release new technology has probably rendered parts of it obsolete before it even hits the market.
What remains to be seen in this context is whether or not the adoption of smart generative technology will be a net positive for us as consumers of ESO content or the death knell of a ten year old game with wonky unreliable servers. It could mean the beginning of a new era of content or it could mean bare bones maintenance mode as we limp towards the finish line. Only time will tell.
What exactly are you looking for? I enjoy creating Pug groups about twice a week on PC/NA, but what are you looking for?
Yea almost no one PvPs at this point. On top of that, many of the people in Cyrodiil aren't even interested in PvP. A lot of them just want transmute crystals or they're more interested in siege than they are fighting other players. The number of people across all servers who still sweat PvP regularly is probably a low 2 digit number.
Subclassing will likely only worsen things in the future. The only somewhat positive thing I've seen about subclassing in PvP is that damage is higher this patch. I think what's really going on is that people with optimized subclass combinations are going against more casual players with weak subclass combinations. As a result, the difference in power between them is extreme because it's such an unbalanced system. So the newer or more casual players are dying more easily than ever due to the power gap. It might be fun for the more experienced players, but it's just going to lead to horrible entry rates and retention for everyone else.
Subclassing as a whole is really bad for casual players or new players looking to get into PvP or endgame PvE.
It adds another layer of complexity when it comes to making a build, which is already way more complex than it once was.
The power gap and the knowledge gap keeps growing as more build customization is allowed. I genuinely don’t know how a new player would make sense of the 100s of sets in the game, skill line combinations, scribing, traits, CP, and many other build elements and interactions without watching YouTube.
It’s an accessibility issue and it keeps PvP and endgame PvE communities small with low entry rates and poor retention. A properly specced player is literally like an emperor compared to a max leveled newer player doing their own thing.
ZOS is approaching accessibility the complete wrong way and they just don’t get it.
MorallyBipolar wrote: »MorallyBipolar wrote: »Vonnegut2506 wrote: »Because I can't be tasked to do activities I don't enjoy just for some item in a video game, and I would guess many people feel the same way about PvP.
I understand. There’s a significant amount of players who participated in Midyear Mayhem in the past, but didn’t participate this time though.
I’m not sure if they quit or what, but it’s a very noticeable drop off. It’s pretty interesting to see from a game design perspective. I’m wondering what’s led to such a dramatic change this time.
Can you please post your data showing that this years MYM event is experiencing a reduced turn out.
Thank you.
This isn't the mic drop you hope it is. Anybody who PvPs on a regular basis knows the population is next to nothing compared to past MYM events. There was a time when U50 was pop locked during this event. Blackwater Blade days. When you don't need to queue into an alternate campaign while waiting to get into GH, there is no need to present data. It's crystal clear.
How do you explain that all three factions have been pop locked more than 20 hours/day since the event began? (PC NA Greyhost)
Major_Mangle wrote: »An objective queue would be completely dead within a month. The moment people get whatever associated achievements there are they'll never touch that queue again, and no actual PvP:er that genuinely want to PvP will actively queue for objective modes. This happened with the original queue system where people stopped queuing for the objective modes once they had the achievements.
It's bad map/objective design, not bad game mode.
In simple shooting games it's usually more engaging to have CTF than TDM, because you have to focus on the right opponents instead of whoever have lowest health.
In 3 teams fight, chaos ball was often good if the ball holder wasn't hiding and/or running in max speed.
And ESO still needs something that can attract new players, not just regular PvP players.