madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
There's literally charts made by people for PVE that very clearly show the discrepency of usage based on logs. It's sickening and they did literally nothing to raise the floor for viability. If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced. I'm sure PVP has similar data as well even if it's harder to come by.
silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
valenwood_vegan wrote: »No, not anymore than there should be pvp instances of every other zone in the game. With a game this big, every aspect of the game does not have to be catered to every player. There's not even much pve stuff to do in IC. I got the quest there done at a quiet time and never encountered another player. IC itself could use some work as it's not a popular zone, but that's a different issue than making a special safe pve version of one of the only pvp activities the game even has.
On the other hand... I think they might benefit from reusing the map and assets to create a new pve zone, unrelated to the current pvp zone. Perhaps an "after the war" type thing with a new questline. Since their development resources seem more limited, reusing a map, especially one so nostalgic and loved by TES fans, could be a good way to give us new content without stretching resources.
JustLovely wrote: »El_Borracho wrote: »It is by far the most annoying skill in PVP. When you stop and think about all of the skills and sets they have nerfed or wrecked over the years because they were "overperforming," only to give us the combo of ROA and Charm, its infuriating.
RoA is worse. At least charm doesn't violate ZOS' own rule sets.
theskymoves wrote: »MreeBiPolar wrote: »
5 water/alchemy is ~2 min tops, 2 first Archive bosses is maybe 5 min, and firing s few shots from a siege weapon at a bridge/milegate in some of the many empty Cyr campaigns if you want to avoid any actual combat (even with mobs) in Cyr/IC is... Also maybe 5 minutes.
I just tried attacking a milegate with a siege weapon, and the damage didn't count toward the Endeavor.
Source
I felt this as a pit in my gut when Stadia shut down. I felt like "We destroyed our game's server performance for a short-term fad that no longer exists".Alinhbo_Tyaka wrote: »I think Stadia support was more the driver of moving client functions to the server than anti-cheat needs. The performance problems started cropping up as Stadia functions started finding their way into the game and it has been downhill ever since.
So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.
Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.
AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.
Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.
I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.
I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.
Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.
Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.