I lol'd. Ran EH yesterday - got 1st 2 bosses down before I had to log, but OMG! The trash and mini boss after dark root? WHAM. They hit hard. I have never ever died to that, since or before Vet scaling, and I am using my own gear! (I was healing) I cannot imagine how much more we would have died if I was using a gimplate.
omfgitsbatman wrote: »Honestly, It looks like you guys might have some hp issues. Looking at the video, I'm seeing you at 19k health and A lot more Magika than Health. The Highest HP I saw in the group was 23-24k I believe.
I'm a healer, and doing Exactly the same thing I was doing on the live server where I sit around 2800 Health with food buff, without pvp buffs, I was at about 25k health and about 22k Magika (I sit slightly above soft cap around 2450 on live)... I put all attribute points into health, and enchated my gear with all magika.
Every tank I've healed on live has had at least 400-500 more hp than me, so that's about 15% more health than me minimum. Using that number, I figure a tank should at least be sitting around 28750.
If your tank went down as quick as he did while blocking in a Circle Of Protection and heavy armor when you were getting hit for 3.3k Per hit without blocking in light armor out of circle, there is definitely something wrong. While you were in the circle and not blocking, they were hitting you for 1.8k each.
Tank should be taking much less than that per hit while blocking in a circle. There is no reason he should have died other than limited health pool.
I did run Vet Elden Hollow with a pug group that had people with similar hp issues They were sitting around 17-18k health. Dark root literally 1 shot them every single time even though they were spread out and at full health. The tank and I were the only ones that could stay standing when she did that pillar of light ability (I don't know what it's called) that randomly selects people in the group and hits harder if you're close together.
Doing the same things that I do on live, I could run into most of the trash mobs by myself and spam sap essence while blocking and manage to kill them all (I get impatient waiting on people to zone in sometimes and want to clear trash XD)
arnaldomoraleseb17_ESO wrote: »What happen with blocking? I can't find nothing in patch notes.
There are champion system points to reduce block etc costs
If they had made blocking cost same as live, you'd be a demigod with all points in that Champion system passive, and this'd be horrible in PvP especially.
There are champion system points to reduce block etc costs
If they had made blocking cost same as live, you'd be a demigod with all points in that Champion system passive, and this'd be horrible in PvP especially.
There are champion system points to reduce block etc costs
If they had made blocking cost same as live, you'd be a demigod with all points in that Champion system passive, and this'd be horrible in PvP especially.
Sure, there are. Even maxed out it will be ~10% though. So instead of hovering around 10-35% stamina in long trash fights like on live, it will take 1,1 seconds to run out instead of 1 second?
If I didn't say so already, I get that this change is made for PvP however it is going to break PvE.
Maybe it's time for Zenimax to actually balance things differently between PvE & PvP as it is obvious the way they're doing it now does not work. The other option is to make it so that it's not necessary to block everything in PvE, but in many trash fights it is mandatory in order to even have a chance.
There are champion system points to reduce block etc costs
If they had made blocking cost same as live, you'd be a demigod with all points in that Champion system passive, and this'd be horrible in PvP especially.
Sure, there are. Even maxed out it will be ~10% though. So instead of hovering around 10-35% stamina in long trash fights like on live, it will take 1,1 seconds to run out instead of 1 second?
If I didn't say so already, I get that this change is made for PvP however it is going to break PvE.
Maybe it's time for Zenimax to actually balance things differently between PvE & PvP as it is obvious the way they're doing it now does not work. The other option is to make it so that it's not necessary to block everything in PvE, but in many trash fights it is mandatory in order to even have a chance.
I don't think this was a pvp change. Block needed to change, sure. But there are too many hard CCs available to pvp players not to block. Pvp would be *** and frustrating without block. Additionally, unlocked softcaps and impen changes will enable huge burst dmg.
The problem with block is that an attack that does 1 damage costs the same amount of stamina as an attack that does 20k damage.
Block is needed in the game especially for PvP due to so many CCs and damage being quite high... imagine the TTK if there wasn't block in ESO. It would be like a Counter strike awp game with snipe just 1 bullet/arrow kills everywhere haha. I laugh but that's not really how MMOs should play.
If they do stop block casting with all the QQ for it, they should half all damage (at the minimum).
The problem with block is that an attack that does 1 damage costs the same amount of stamina as an attack that does 20k damage.
Block is needed in the game especially for PvP due to so many CCs and damage being quite high... imagine the TTK if there wasn't block in ESO. It would be like a Counter strike awp game with snipe just 1 bullet/arrow kills everywhere haha. I laugh but that's not really how MMOs should play.
If they do stop block casting with all the QQ for it, they should half all damage (at the minimum).
For me they can go either way, either remove blocking as a requirement to survive heavy AOE situations in PvE by toning down the damage, or enable us to permablock as on live. I don't really care, I just want a way to actually play PvE.
If they can solve the issue in PvP too, good, but as a very casual PvP player I can't offer much in the form of constructive feedback on that part.
Also I would appreciate if we can stick to the issue outlined here as the main point of discussion, as there are many threads dedicated to block-casting in PvP already that would be a better place to voice PvP concerns!
For me they can go either way, either remove blocking as a requirement to survive heavy AOE situations in PvE by toning down the damage, or enable us to permablock as on live. I don't really care, I just want a way to actually play PvE.
If they can solve the issue in PvP too, good, but as a very casual PvP player I can't offer much in the form of constructive feedback on that part.
Also I would appreciate if we can stick to the issue outlined here as the main point of discussion, as there are many threads dedicated to block-casting in PvP already that would be a better place to voice PvP concerns!
Perhaps they want us to use abilities like Agony/Rune Prison etc to CC mobs in bigger packs & reduce the stamina drain that way?
Personally (being a big fan of vanilla WoW), I think that'd be awesome
All depends on whether mobs are immune to them (and whether they can break those longer CCs).
Why no veil of blades/nova/ other dmg reduction stuff on the ground? It looks harder but still can be done i guess?
I think the real problem is that block is not reactive, but proactive, and certain builds can do massive damage and CC while holding down the block button. Right now PvP is so heavily skewed towards one hand shield + dmg shields that any other playstyle (besides maybe sniping from stealth) is gimped in a straight up fight. Playing any sort of melee burst build is suicide in almost every situation and that sucks imo
DeathDealer19 wrote: »I feel your pain guys. I did vet Wayrest on the pts first day. Doing so with people who clear Sanctum and Vet DSA daily. We all had our chars copied over. We thought, oh vet wayrest would be cake...(super easy vet dungeon) The trash mobs have so much health which isn't even the issue for trash packs. The stamina cost for each block is just insane. Me being a healer I have everything into health and magicka. my stam is sitting at like 9k I think. If I block 2 MAYBE 3 attacks, my stamina is gone. And our poor tank. Inner beast now costs like 4500 stamina if im not mistaken and the trash pulls eat a tanks whole stamina bar in literally 3-4 seconds. The lich boss in Wayrest.... OMG... fight took us as long as it takes us to kill the serpent on live server. The adds are so ridiculous, by the time you kill them if youre lucky enough to, they are respawning by that point. each little frost wave they did, nearly 1 shot everyone. I know everyone is trying to find an ideal pool of health magicka and stamina but the dmg output and stamina drain from every enemy in the game is too high.
We tried AA as a guild and the lightning atronach boss literally hits everyone for 22-24k health at times. My stats on the live server as a healer are usually 2850 HP, 2500 magicka, 1100 stamina. On PTS im around 21k HP, 25k magicka, 9k Stamina.. granted im still trying to find a balance but the damage coming in from everything is just insane. I have every attribute point into health and im still too low and stamina I cant even describe how fast your stamina goes down doing anything.
I think overall, every enemy in the game needs like a 35-50% dmg reduction and stamina cost of blocking needs to be severely reduced. I don't care about pvp either. Everyone ruined pvp by making it mandatory to run a sword and shield. PVP is kind of a lost cause the way people play it now. Either run 1h+S or sit in the shadows sniping with a bow.
Im still going to be doing some more testing to find acceptable resource pools for pve aspects of the game. trials, vr dungeons, etc so lemme know if anyone wants to run things PTS side to test. @Deathdealer19 With the current state of stamina issues, its proving difficult though
Alright, after doing a little testing despite the awful templates that we were provided with I have some feedback..
First off, the trash in Vet dungeons have become absolutely ridiculous, in some cases like the video below (spiders) they just hit like absolute trucks and take 1-2 seconds to kill even a tank in full heavy receiving constant healing.. in other cases they simply have too much health, like in VR Wayrest Severs some of the trash have 170k HP (while lone bosses have ~500k) making each trash pack a more dangerous and even if they don't hit hard, each pack takes longer to kill than most bosses who don't have adds. Same thing also applies to bosses with adds such as the Lich in WS, if you go for killing all the adds that just takes so long that the next wave spawns and then the next.. etc. At some point we just had to kill 2-3 adds per round and then continue beating the boss while just running around like headless chickens. It worked, but it's just annoying and does not seem intended.
Secondly, the amount of stamina that's now drained by defensive actions like block/dodge.. is this intended? I can see this as possibly being intended for PVP, in PVP it felt "ok".. not exactly good but I can see the point of it.. however PVE is not going to be playable like this in the long run. Basically we had a lot of deaths in trash packs simply because you have to block a large number of attacks (esp. in light armor as they oneshot you now) which drains your stamina insanely quickly and then you get oneshot anyway. Also when I ran as a stamina DPS, it was even more sucky because half the dungeon my stamina would never go above 50% and I could barely do anything so I had to stop blocking and just try and run around (again like a headless chicken) to try and avoid everything. Same goes for Tanks, even with all the Heavy + 1HS passives you barely have enough stamina to even block at any regular boss and/or trash.. runs out instantly and just never refills. Not exactly sure what is causing this, but put simply: this gameplay will not satisfy the players, as you spend most of your time in a dungeon barely being able to do anything.
Finally, the video, of some spiders (that used to hit hard) insta-wiping a group of 4 ESO "veterans". This is also only a selection of the tries we had while testing strategy after strategy before deciding this is 0 points of fun
https://www.youtube.com/watch?v=C_4I6IvbQCQ
PS: Please fix proper Templates (SKILLS LEVELED, trait research, crafting mats). There's a lot of interest in the guild of doing more activites on the PTS, but everyone who logs in with a template character pretty much turns around at the door because no one is going to spend hours leveling skills on a test server.
Also, even if people find minor bugs on the unmorphed skills, most aren't even going to bother reporting them as no one cares about skills before they are morphed? This is one of the things you need to test internally, sorry to break it to you.
PS 2: Inferno and Magelight still stacks.
Are tanks trying to pull and hold all mobs? If so this is the issue if they returning to the plan they had in beta. Which was tanks held high priority targets and the tank / dps deployed CC to allow the dps to make coordinated strikes on the other trash.
The tank pull and hold everything was not in the design plan. Would be interested to see if people tried playing the old way what would happen.