No, not in the slightest.Did your ability to play and/or complete certain types of game content improve after the launch of Update 46? If so, prior to the launch of Update 46, what was your character build?
Now? Well, I can still do all of that content. It hasn't changed that.What did you change to your character build when Update 46 launched that allowed you to play or complete content that you had trouble with before? What game content was it?
The_Meathead wrote: »Erickson9610 wrote: »The_Meathead wrote: »Oh, sweet summer child...
They're never answering those questions. They picked the ones they wanted the first go round and ignored all the ones about Heal/Shield Stacking, Ball Groups, RoA (they don't know what that looks like on screen, anyway) and so forth that might have been stressful to answer. Don't even THINK they're gonna touch Subclassing in PvP any time soon.
Vengeance 2.0 is the A of the Q&A. It might not be exactly what you want (it's not exactly what I want), but it's what they're doing and it's all we're gonna get.
I wholly disagree with this mindset.
I genuinely applaud your continued optimism, then. Not being snarky, I really do.
They so completely avoided the heavily-requested questions I mentioned in the first go round that it felt absolutely intentional and I really don't see them suddenly popping up and saying, "Ok, guys! We're ready NOW to talk about Ball Groups, Pull Sets, Cross-Healing, and all the other things we've never been willing to truly address."
Anyone who plays Cyrodiil regularly knows how impactful/detrimental all those things are and even how much Ball Groups effect performance, but after seeing how disconnected the Devs seem from their own game during the Battlegrounds streaming, it doesn't seem like they really do. It seems even less like they're willing to address those issues or give definitive answers.
Vengeance shows they're willing to put in work, however. Lots and lots of it, though all I really wanted was some clean up on current Cyrodiil with scaling back the absurdity of grouping benefits (cross-healing/shielding amounts, Emperor-level buffs, etc) and the trimming of problematic sets (RoA.) Now we have Subclassing just making things even zanier, so... yeah, I truly feel like Vengeance is gonna be their only avenue/effort at balance and that they prefer reinventing the wheel over fixing a flat.
Anyway, I hope you get your Q&A. I really, really hope they finally address all that stuff. Sorry if I seemed like a jerk in my first reply, it just feels like since U35 the decision making has been bad, and the communication has been worse.
In the early days I'd say 20-30 random zergers on average were taking down comp groups. That seemed fair, they had to outnumber, but they still had tools that worked, and it was far from the entire faction required.What would you consider a fair amount of unorganized zerg that can bring them down?
Absolutely not. Part of the reason the game is so dead is because siege can't efficiently threaten ball groups. The Vengeance test showed what happens in zergs when siege is too weak, it degenerates into a brainless numbers count because the 40 defenders have no tools to break up the open field 60 mans blobbed together outside the keep or in the yard.Siege needs to be nerfed
xylena_lazarow wrote: »They added Weapon, Assault, and Support skill lines on the U46 PTS, which I did get to test. They felt pretty good, designed pretty consistently like the other Vengeance skills, giving it a simple but meaningful build system. You can make a StamSorc now, I was even able to make a Vengeance version of my fast moving dot DK like I play on live.And quite, frankly, I don't see any chance, whatsoever, that it will be good without constant large-scale testing.
They haven't added more sieges yet, but they absolutely need to add something like Meatbags to break up the open field zergs, otherwise large scale will continue to degenerate into a numbers count. However if they do, 40v60 zerg fights become very winnable for the 40, and I think Vengeance is in pretty good shape then.
How does someone with as much PvP experience as you have arrive at the conclusion that Vengeance mode is a good thing? If ZOS ever makes Vengeance mode mandatory you're gonna have all of Cyrodiil to yourself and the few friends you run with regularly....assuming they'll stick around.
Another thing to consider, every argument you've made in support of vengeance mode is dependant on ZOS doing things to make it better. If you can't see the flaw in this thinking then I don't know what to tell you. ZOS doesn't exactly have a respectable track record of fixing their PvP systems, now do they? And remember, Vengeance mode has been sold to us as a TEST so they can use the info gathered to improve the current live PvP mode. Have you seen them make any changes due to the data they got from their first "test"? Ya, me neither.
When ZOS actually does something about RoA and heal/shield stacking then you can argue ZOS intends to improve their PvP system. Until then there is no point to be made.
When ZOS actually does something about RoA and heal/shield stacking then you can argue ZOS intends to improve their PvP system. Until then there is no point to be made.