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ACD: Top 10 PVP Issues of 2016

HeroOfNone
HeroOfNone
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Good Afternoon Citizens of Cyrodiil!

This week's Arm Chair Developer focus is on PVP. I've broken this out into 3 seperate related topics:
ACD: Top 10 PVP issues of 2016
ACD: Fixing Proc Sets, ZOS's Roadmap to Success or Ruin
ACD: The Battle for PVP Improvements


This top 10 list was done after doing interviews with PVPers & casuals alike. I've boiled things down into these key issues:

1. Players don't feel they have time to react. Whether it be your killed in 2 seconds or you find yourself stun locked for several more seconds.
2. The time to kill is extremely quick, even when folks can react, only a few actions are ever used.
3. A narrow choice in meta builds, not allowing players to play how they want.
4. A lack of feedback on abilities hitting you, from animation canceling & proc sets with no visual indicators.
5. No incentive to keep to small groups.
6. Tanky builds that sustain and stay alive forever, requiring high burst.
7. Players want to ultimately feel like they won against someone. Most don't want to die, but most at least want a kill.

The next few are inferred from the community in general.
8. Players want PVP to change more. Whether it be for balance or something else they want more variety.
9. More involvement from devs and moderators, it feels like nothing is being discussed.
10. Players do not want to travel a long distance and to be instantly killed.

Whether you agree with all of these, reply with what your top concerns are with PVP and let ZOS know your priorities. Also check out the other linked ACD post above for ways to fix some of these issues.
Edited by HeroOfNone on 16 December 2016 20:09
Herfi Driderkitty of the Aldmeri Dominion
Find me on : Twitch | Youtube | Twitter | Reddit
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    Honestly it sounds like you have 10 versions of the same complaint.

    Anyway ... how about, kicked from Cyrodiil and forced back to PVE? I'd take 10 times the issues with builds if I could just log back into PVP without sitting in a queue.
  • silky_soft
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    1: procs
    2: the extremely low cost of block/perma block
    3: bol spam
    4: healing buff stacking
    5: protection buff stacking. Helms, vamp, ect
    6: addons providing advantages that shouldn't be in the game. ie: cc, stealth players, sneak attack notification
    7: infinite load screens, drop outs and lag
    8: etos
    9: infinite dodge
    10: cloak doesn't work
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Brutusmax1mus
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    I don't have much of a problem with the way pvp is except for how proc sets couples coupled with global cooldown works. Heavy attack, skill, viper, velidreth, weapon enchant proc, other weapon enchant proc, ultimate, all hitting at once is a bit much.

    How about bow heavy, light attack, poison injection, gap closer, viper, velidreth, weapon enchant proc, ultimate, execute?

    Bol spammers have direct counters with defile.

    Block builds are can be countered with fear, dots or disengaging.

    Mending and vitality is pretty strong i agree.

    Protection stacking is multiplicative, it isn't as strong as you're thinking it is. Sure there are builds that synergize together with it very well, as there should be.

    Console 4life. Add-ons are for the weak.

    Fix the lag, load screens, ui errors.

    Eots needs to be blockable or something, it's silly how strong it is.

    Infinite Dodge? Never seen it, but evasion is extremely strong. If they was as chance as a factor to pvp, it shouldn't negate all the damage. Maybe make dodge roll function as dodge does now and evasion reduces Dmg taken off it procs by maybe 70 precent and any stun or slow is evaded.

    Cloak will never get fixed. They broke out on purpose im pretty sure. No other way to really explain how awful they've been at fixing it.
  • AshTal
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    Mine would be

    1) Proc Sets
    2) Poor balance between classes
    3) Forced into a small group of builds to complete
    4) Insane power of the 1%ers who can take on 8 other players and win
    5) Imbalance between racials forcing us to play small group of races to compete.

    6) Lack of Dev involvement information
    7) Too long for exploits and bugs to be fixed.
    8) Squishiness of some builds meaning they are dead in seconds.
    9) Wrecking blow

  • Lord-Otto
    Lord-Otto
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    Only 1.
    Senior Wrobel thinks it's a good idea to do a big balancing every 6-9 months.
    The whole world disagrees, of course, but man, you gotta admire his patience!
    xDDD
  • silky_soft
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    Lord-Otto wrote: »
    Only 1.
    Senior Wrobel thinks it's a good idea to do a big balancing every 6-9 months.
    The whole world disagrees, of course, but man, you gotta admire his patience!
    xDDD

    He used to balance every week. In typical style went the other end of the extreme
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Lord-Otto
    Lord-Otto
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    silky_soft wrote: »
    Lord-Otto wrote: »
    Only 1.
    Senior Wrobel thinks it's a good idea to do a big balancing every 6-9 months.
    The whole world disagrees, of course, but man, you gotta admire his patience!
    xDDD

    He used to balance every week. In typical style went the other end of the extreme

    When? In DAoC?
  • Twohothardware
    Twohothardware
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    They need to get rid of poisons that sap all your resources just from using a potion. And after they rebalance the proc sets and heavy armor they need to look at doing something to shuffle. There's enough randomness in the game without an ability that randomly prevents your hits from hitting and removes all snares. That's what dodge roll and blocking is suppose to be for so you have to use resources.
  • HeroOfNone
    HeroOfNone
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    Just to note, I didn't include things like bugs, the latest addons, or exploits since I see them all are pot holes ZOS is working to fill in. Some are small and temporary & you have road crews already on it.

    Most of the issues I've listed come up gime to time but I don't see them being actively engaged. If they were, someone would have tested a few proc sets, would immediately see the potential for stacking 3 sets, and saw that they were getting instant kills. These issues, as well as some from the replies, are things that @Wrobel @zos_richlambert & @ZOS_BrianWheeler need to consider any time they add in a set, adjust an ability, or do something. I feel a majority of us are on the same page with that.


    They need to get rid of poisons that sap all your resources just from using a potion. And after they rebalance the proc sets and heavy armor they need to look at doing something to shuffle. There's enough randomness in the game without an ability that randomly prevents your hits from hitting and removes all snares. That's what dodge roll and blocking is suppose to be for so you have to use resources.

    Not saying that poisons can't use improvements,however poisons don't drain resources, they simply make abilities cost more. That in turn makes it hard for you to react at times.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • yodased
    yodased
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    HeroOfNone wrote: »
    Just to note, I didn't include things like bugs, the latest addons, or exploits since I see them all are pot holes ZOS is working to fill in. Some are small and temporary & you have road crews already on it.

    Most of the issues I've listed come up gime to time but I don't see them being actively engaged. If they were, someone would have tested a few proc sets, would immediately see the potential for stacking 3 sets, and saw that they were getting instant kills. These issues, as well as some from the replies, are things that @Wrobel @zos_richlambert & @ZOS_BrianWheeler need to consider any time they add in a set, adjust an ability, or do something. I feel a majority of us are on the same page with that.


    They need to get rid of poisons that sap all your resources just from using a potion. And after they rebalance the proc sets and heavy armor they need to look at doing something to shuffle. There's enough randomness in the game without an ability that randomly prevents your hits from hitting and removes all snares. That's what dodge roll and blocking is suppose to be for so you have to use resources.

    Not saying that poisons can't use improvements,however poisons don't drain resources, they simply make abilities cost more. That in turn makes it hard for you to react at times.

    Thats not true, there are posions that "damage" resources
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • HeroOfNone
    HeroOfNone
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    yodased wrote: »
    HeroOfNone wrote: »
    Just to note, I didn't include things like bugs, the latest addons, or exploits since I see them all are pot holes ZOS is working to fill in. Some are small and temporary & you have road crews already on it.

    Most of the issues I've listed come up gime to time but I don't see them being actively engaged. If they were, someone would have tested a few proc sets, would immediately see the potential for stacking 3 sets, and saw that they were getting instant kills. These issues, as well as some from the replies, are things that @Wrobel @zos_richlambert & @ZOS_BrianWheeler need to consider any time they add in a set, adjust an ability, or do something. I feel a majority of us are on the same page with that.


    They need to get rid of poisons that sap all your resources just from using a potion. And after they rebalance the proc sets and heavy armor they need to look at doing something to shuffle. There's enough randomness in the game without an ability that randomly prevents your hits from hitting and removes all snares. That's what dodge roll and blocking is suppose to be for so you have to use resources.

    Not saying that poisons can't use improvements,however poisons don't drain resources, they simply make abilities cost more. That in turn makes it hard for you to react at times.

    Thats not true, there are posions that "damage" resources

    Not that are tool tipped as such in game

    here it is from a Wiki:
    Damage Magicka - increases cost of target's magicka abilities by 60%
    Drain Magicka - drains magicka from target by increasing their magicka cost 60% for 10 seconds while restoring magicka to you each second
    Damage Stamina - increases cost of target's stamina abilities by 60%
    Drain Stamina - increases cost of target's stamina abilities by 60% while restoring stamina to you each second

    There I'd something out there that will take out your stamina, especially from a stealth hit, but I believe it to be a bug that I've just not managed to analyze.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Bashev
    Bashev
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    silky_soft wrote: »
    Lord-Otto wrote: »
    Only 1.
    Senior Wrobel thinks it's a good idea to do a big balancing every 6-9 months.
    The whole world disagrees, of course, but man, you gotta admire his patience!
    xDDD

    He used to balance every week. In typical style went the other end of the extreme

    Nope. At launch when we have regular skill fixes @Wrobel wasnt combat lead designer at that time.
    Because I can!
  • BlackMadara
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    Unbalanced proc sets that have either too high damage, too high chance to proc, or too broad instances where they proc.
    -Skoria is an example of a well balanced proc set. Have to slot dots, 8% chance on each tick, large amount of damage, small aoe, and a decent cd.
    -Viper is 100% on any melee attack, smaller cd, semi-high amount of single target damage.
    -Veli is 20% on any physical attack, high aoe damage, and longer cd.

    Poisons make no sense. For one, the amount of cost increase is rather ridiculous. That is understandable however. What makes zero sense is that a poison would give anything beneficial to the person who used it. Why in the world should I get increased healing, resources, speed, etc for poisoning somebody?

    General class balance is, and forever will be, an ongoing issue and that's fine.
  • silky_soft
    silky_soft
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    Bashev wrote: »
    silky_soft wrote: »
    Lord-Otto wrote: »
    Only 1.
    Senior Wrobel thinks it's a good idea to do a big balancing every 6-9 months.
    The whole world disagrees, of course, but man, you gotta admire his patience!
    xDDD

    He used to balance every week. In typical style went the other end of the extreme

    Nope. At launch when we have regular skill fixes @Wrobel wasnt combat lead designer at that time.

    Never knew anyone else was in charge. Just remember the tears a while back while every patch had changes.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Wycks
    Wycks
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    Um how about CC is brokem.

    You can be chain encased and petrified and if another cc is thrown on top of you.
    Edited by Wycks on 21 December 2016 03:47
    The numbers thing is always going to be there, but it’s more down to player skill and there are ways through ability choice to configure a group to be stronger vs. large groups of people. - BRAIN WHEELER - 2012 - LOL
  • WuffyCerulei
    WuffyCerulei
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    I always read BoL as Ball of Life...
    For the love of Kyne, buff sorc. PC NACP 2100+Star-Sïnger - Khajiit Magicka Sorc - EP Grand Overlord - Flawless Conqueror vMA/vBRP/vDSA no death/vHel Ra HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR+3/vSS HMs/vKA HMs/vVH/vRG Oax HM/vDSR
  • Oxalias
    Oxalias
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    Players need a 2-3 second Snare immunity after, waiting one out, or rolling out.

    You would think if you waited it out, your Snare immunity would be a couple of seconds higher.

    I'm not sure if cleansing this should count for an immunity.

    The only problem with this is that snaring is quite helpful when a zerg is taking a keep as a defensive tool.

    So maybe when you are near an enemy keep your Snare immunity is reduced.

    Proc sets are a huge problem. Tremor shouldnt work in pvp. Viper is an Inbuilt skill. Proc sets should be about low chances sometimes popping to give extra damage, not a reliable source of damage.

    In general monster helmets need to be reworked, also considering they made the game where 2h, resto, bow and destro cant have 2 5pce sets and a 2pce.

    My idea is work all the weapon types to make them even and if you have a 1 hander weapon an aditional ring slot opens up. Simple. And it deactivates once you swap to a dual weapon type
  • Ghettokid
    Ghettokid
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    This is my list:

    1.Bretons on my side
    2. Khajiits on my side
    3. Redguards on my side
    4. Bosmers on my side
    5. High Elves on my side
    6. Argonians on my side
    7. Dunmers on my side
    8. Imperials on my side
    9. Nords on my side
    10. Orcs on enemy side
  • MalakithAlamahdi
    MalakithAlamahdi
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    Bashev wrote: »
    silky_soft wrote: »
    Lord-Otto wrote: »
    Only 1.
    Senior Wrobel thinks it's a good idea to do a big balancing every 6-9 months.
    The whole world disagrees, of course, but man, you gotta admire his patience!
    xDDD

    He used to balance every week. In typical style went the other end of the extreme

    Nope. At launch when we have regular skill fixes @Wrobel wasnt combat lead designer at that time.

    It should have stayed that way.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    There are a few interesting but somewhat contradictory pairs here.

    2. The time to kill is extremely quick, even when folks can react, only a few actions are ever used.
    7. Players want to ultimately feel like they won against someone. Most don't want to die, but most at least want a kill.

    So people don't like being burst down in seconds but they also don't like when their opponent is able to heal to full, shield up, or cloak/streak and get away.

    These are two sides of the same coin. If you don't have the burst to obliterate someone before they can react, they will have enough resources to permaspam what ever they get their mitigation, or mobility from - be it shields, cloak, streak, block etc. You can thank the champion system and lack of controls on attributes and resources for that.

    Here is another fun pair.

    10. Players do not want to travel a long distance and to be instantly killed.
    6. (players dont like) Tanky builds that sustain and stay alive forever, requiring high burst.

    Hmmm. If someone absolutely hates playing horse simulator just to die or get ganked off their horse, what build do you think they are going to run? Maybe something that can sustain and stay alive for a long time and can survive an initial burst? People often ask why anyone would run a full tank spec, if you can't do that much damage. Well maybe its because at least you get to spend more of your time actually fighting people (even if it is just permablocking and healing)rather than just riding a horse till you get deleted by a oneshot.

    So here's the real problem, there are really only two types of builds out there right now.
    • Stack damage to the roof so you can burst someone and use the champion system as a crutch for mitigation and sustain.
    • Stack mitigation and resources to the roof and use the champion system as a crutch for damage and even more sustain.

    The strongest builds are the ones that can achieve both high bust and high mitigation. But there is an element missing in this equation.

    Resource management. Specifically, the need for it.

    Serious resource management hasn't really been a thing since softcaps were removed and the champion system was added giving everyone with 300CP 25% more regen (or 16% more cost reduction) to their favorite stat.

    If you really want fights to be more interesting, last longer, and have more counterplay, you need people to have to manage their resources and tone down the burst a bit so they have the time to do heavy attacks before getting blown up.

    Patch 1.5 PvP had everyone running higher health pools (25k health(equivalent) was considered reasonable and anything lower that that was considered glass) and people were putting their attributes into health (this was before health attributes were nerfed for reasons unknown).

    Also, regen was softcapped at the equivalent of 1300. There were very few one shot builds back then as you had to put pretty much everything into damage for a one shot and you either killed or died. No gank builds running 2k regen that have enough weapon damage to one shot and also enough magicka to cast efficient purge then perma cloak after. One shots were impressive, when they happened, but not very common place due to the commitment required to run them.

    There were very tanky builds back in 1.5 but their tankiness didn't come from blocking alone or max mitigation, anyone could hit max mitigation because it was softcapped. Tankiness came from sustain and in part due to dynamic ultimate that would let you cast more ultimates which also gave you more sustain, mitigation or damage.

    In order to return to a resource management meta, from the burst meta, the development team would have to seriously look at these three areas.
    • The effect the champion system has had on both increasing damage and sustain (CP makes proc sets 25% more powerful)
    • The effect the removal of softcaps have had on damage output and shield size and resource regen rates
    • The effect of other changes had on PvP such as the removal of dynamic ultimate and the nerf to health attributes.

    I am not recommending a return to dynamic ultimate or softcaps in the exact same way, but these things both helped create a much better resource sustain meta in PvP and the principles behind these dynamics need to be examined further.

    Edited by Yolokin_Swagonborn on 29 December 2016 19:56
  • HeroOfNone
    HeroOfNone
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    There are a few interesting but somewhat contradictory pairs here.

    2. The time to kill is extremely quick, even when folks can react, only a few actions are ever used.
    7. Players want to ultimately feel like they won against someone. Most don't want to die, but most at least want a kill.

    So people don't like being burst down in seconds but they also don't like when their opponent is able to heal to full, shield up, or cloak/streak and get away.

    These are two sides of the same coin. If you don't have the burst to obliterate someone before they can react, they will have enough resources to permaspam what ever they get their mitigation, or mobility from - be it shields, cloak, streak, block etc. You can thank the champion system and lack of controls on attributes and resources for that.

    That's part of the parity in asking multiple people's opinion, there will be conflicy, HOWEVER, they don't have to be in conflict. Part of the reason we have such high burst is to make sure we can kill tanky characters (part of the next point) but it could be changed to handle things much differently. In typical MMOS there is a rock/paper/scissors pairings with clear counters to other builds.

    In ESO there are really just tanky DPS and high DPS, with some support folks that can't survive out on their own. This means the goal is almost always get high DPS and slap on some tanky stuff. This leads to a DPS arms race that mitigation can never catch up to, since we always want to be sure to kill those guys.

    Now, if we took a look at battle spirit and tweaked it further where high mitigation could counter DPS, but gets blown out of the water with high regening debuff builds, who in turn get killed easily by the high damage burst gankers, you can see a loop of counters beginning to form. This needs work though, and why 2 of my PVP improvement suggestions involved uncapping debuffs and giving us campaigns with rotating rulesets, to quickly fine tune some of these changes.

    It's not made to make up for skill however, just give something more than just a DPS arms race to go to.

    Here is another fun pair.

    10. Players do not want to travel a long distance and to be instantly killed.
    6. (players dont like) Tanky builds that sustain and stay alive forever, requiring high burst.

    Hmmm. If someone absolutely hates playing horse simulator just to die or get ganked off their horse, what build do you think they are going to run? Maybe something that can sustain and stay alive for a long time and can survive an initial burst? People often ask why anyone would run a full tank spec, if you can't do that much damage. Well maybe its because at least you get to spend more of your time actually fighting people (even if it is just permablocking and healing)rather than just riding a horse till you get deleted by a oneshot.

    So here's the real problem, there are really only two types of builds out there right now.
    • Stack damage to the roof so you can burst someone and use the champion system as a crutch for mitigation and sustain.
    • Stack mitigation and resources to the roof and use the champion system as a crutch for damage and even more sustain.

    The strongest builds are the ones that can achieve both high bust and high mitigation. But there is an element missing in this equation.

    Resource management. Specifically, the need for it.

    Serious resource management hasn't really been a thing since softcaps were removed and the champion system was added giving everyone with 300CP 25% more regen (or 16% more cost reduction) to their favorite stat.

    If you really want fights to be more interesting, last longer, and have more counterplay, you need people to have to manage their resources and tone down the burst a bit so they have the time to do heavy attacks before getting blown up.

    Patch 1.5 PvP had everyone running higher health pools (25k health(equivalent) was considered reasonable and anything lower that that was considered glass) and people were putting their attributes into health (this was before health attributes were nerfed for reasons unknown).

    Also, regen was softcapped at the equivalent of 1300. There were very few one shot builds back then as you had to put pretty much everything into damage for a one shot and you either killed or died. No gank builds running 2k regen that have enough weapon damage to one shot and also enough magicka to cast efficient purge then perma cloak after. One shots were impressive, when they happened, but not very common place due to the commitment required to run them.

    There were very tanky builds back in 1.5 but their tankiness didn't come from blocking alone or max mitigation, anyone could hit max mitigation because it was softcapped. Tankiness came from sustain and in part due to dynamic ultimate that would let you cast more ultimates which also gave you more sustain, mitigation or damage.

    In order to return to a resource management meta, from the burst meta, the development team would have to seriously look at these three areas.
    • The effect the champion system has had on both increasing damage and sustain (CP makes proc sets 25% more powerful)
    • The effect the removal of softcaps have had on damage output and shield size and resource regen rates
    • The effect of other changes had on PvP such as the removal of dynamic ultimate and the nerf to health attributes.

    I am not recommending a return to dynamic ultimate or softcaps in the exact same way, but these things both helped create a much better resource sustain meta in PvP and the principles behind these dynamics need to be examined further.

    Now, the interesting thing here is the use of the mount. Notice I said cyrodiil but not imperial city. A lot were upset when getting killed off their horses, at least sounded like it, but most didn't seem to mind rushing out as cannon fodder if it was in IC or an unflagged keep. It goes back, again, to battle spirit, and I sort of saw it as folks wanted different rules applied in different areas. I noted a potential solution by turning battle spirit off in IC and keep it on in Cyrodiil. Ultimately though, battlegrounds might be the best place to address some of this.

    As for dealing with the horse gank, this is also why I suggested the health rune, giving either free break frees or class or armor specific effects once per fight if your health drops low enough. That's not a total solution though.

    But to the last part, your partly right, in 1.5 resource management was more important than burst, as it is now. I say both were very narrow scoped though, and resource management had no clear counters except other resource management builds. I'd still advocate tweaks should go in place to make at least 3 builds hard counters to one another, with others to expand upon this. Healing should decrease along with damage and regens, that way only a small heal is given and it's a tougher decision if you want to keep fighting or heal up and regen.



    Overall, some of these problems do Clas amount players, but I can see decent compromises that would make PVP more interesting again.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    HeroOfNone wrote: »
    But to the last part, your partly right, in 1.5 resource management was more important than burst, as it is now. I say both were very narrow scoped though, and resource management had no clear counters except other resource management builds. I'd still advocate tweaks should go in place to make at least 3 builds hard counters to one another, with others to expand upon this. Healing should decrease along with damage and regens, that way only a small heal is given and it's a tougher decision if you want to keep fighting or heal up and regen.

    The "counter" to resource management was managing your resources better. That's where the skill game from. I like the concept of RPS but I don't know if this particular playerbase could handle a true rock-paper-scissors scenario. Where if you were on a rock build, and you encountered a paper build in a 1v1, you would most likely lose unless paper played exceptionally terribly.

    An example of this is all of the cries recently to nerf stamina sorcerers, specifically to reduce the damage and/or radius of hurricane. I don't see many of those cries coming from Magikca sorcerers or other range characters. They come mainly from nightblades because hurricane is a strong counter to cloak and melee damage. In the same way that builds without many class based detection capabilities complain about NBs. Rock-Paper-Scissors is a nice concept but Rock always wants to nerf Paper but says scissors is perfectly balanced.

    I think most players (at least think they) want a balance paradigm where skill plays a major role and you can defeat any build by outplaying it by using a clever build of your own. Where every skill you slot is a rock, paper or scissor. You opponent casts scissors, you counter with rock. This doesn't work in a burst/mitigate meta because the TTK is so low, there isn't much time for clever gameplay. Its more like rock/paper/scissors/nuke. You just always roll nuke and you know they are rolling nuke and you hope your mitigation will outlast theirs. It does work in a resource management meta however. While there can still be some light rock-paper-scissors in build choice, you can always slot a particular skill to help you deal with a build that can counter yours.

    Edited by Yolokin_Swagonborn on 29 December 2016 22:48
  • HeroOfNone
    HeroOfNone
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    HeroOfNone wrote: »
    But to the last part, your partly right, in 1.5 resource management was more important than burst, as it is now. I say both were very narrow scoped though, and resource management had no clear counters except other resource management builds. I'd still advocate tweaks should go in place to make at least 3 builds hard counters to one another, with others to expand upon this. Healing should decrease along with damage and regens, that way only a small heal is given and it's a tougher decision if you want to keep fighting or heal up and regen.

    The "counter" to resource management was managing your resources better. That's where the skill game from. I like the concept of RPS but I don't know if this particular playerbase could handle a true rock-paper-scissors scenario. Where if you were on a rock build, and you encountered a paper build in a 1v1, you would most likely lose unless paper played exceptionally terribly.

    An example of this is all of the cries recently to nerf stamina sorcerers, specifically to reduce the damage and/or radius of hurricane. I don't see many of those cries coming from Magikca sorcerers or other range characters. They come mainly from nightblades because hurricane is a strong counter to cloak and melee damage. In the same way that builds without many class based detection capabilities complain about NBs. Rock-Paper-Scissors is a nice concept but Rock always wants to nerf Paper but says scissors is perfectly balanced.

    I think most players (at least think they) want a balance paradigm where skill plays a major role and you can defeat any build by outplaying it by using a clever build of your own. Where every skill you slot is a rock, paper or scissor. You opponent casts scissors, you counter with rock. This doesn't work in a burst/mitigate meta because the TTK is so low, there isn't much time for clever gameplay. Its more like rock/paper/scissors/nuke. You just always roll nuke and you know they are rolling nuke and you hope your mitigation will outlast theirs. It does work in a resource management meta however. While there can still be some light rock-paper-scissors in build choice, you can always slot a particular skill to help you deal with a build that can counter yours.

    Not in disagreement that the resource management meta we used to have promoted some skill, however it still gave a narrow choice of meta builds just as the tanky and burst damage of today. It also led to a lot of 1vX builds that took a long time to kill no mater what the counter was.

    But, to balance such a meta, and still give a place to burst damage and mitigation tanks, I feel the real answer lies in improving dots and debuffs to make them viable in certain situations. Sure that guy managing resources well is going to deal with burst damage and might stale mate on tanks, but a proper debuff build, directed at slow damage but high on eating resources would be another way to look at it.

    In either case I feel most are in agreement the TTK is way too short in the current meta, and needs to be balanced as such. I just hope while that is being addressed we see more versatility in build methods.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Dyride
    Dyride
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    As much as I agree with a lot of the points found here, I don't think ZOS wants longer fights on a large scale. There is a big difference in a 1v1 or small scale fight which can last for a while if opponents are on an equal skill level and large-scale combat with keep battles.

    Long drawn out fights around keeps leads to players piling up and is one of the last major sources of lag.
    V Є H Є M Є И C Є
      Ḍ̼̭͔yride

      Revenge of the Bear

      ØMNI
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      Remember the Great Burn of of the Blackwater War!


      #FreeArgonia
    1. leepalmer95
      leepalmer95
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      I don't have much of a problem with the way pvp is except for how proc sets couples coupled with global cooldown works. Heavy attack, skill, viper, velidreth, weapon enchant proc, other weapon enchant proc, ultimate, all hitting at once is a bit much.

      How about bow heavy, light attack, poison injection, gap closer, viper, velidreth, weapon enchant proc, ultimate, execute?

      Bol spammers have direct counters with defile.

      Block builds are can be countered with fear, dots or disengaging.

      Mending and vitality is pretty strong i agree.

      Protection stacking is multiplicative, it isn't as strong as you're thinking it is. Sure there are builds that synergize together with it very well, as there should be.

      Console 4life. Add-ons are for the weak.

      Fix the lag, load screens, ui errors.

      Eots needs to be blockable or something, it's silly how strong it is.

      Infinite Dodge? Never seen it, but evasion is extremely strong. If they was as chance as a factor to pvp, it shouldn't negate all the damage. Maybe make dodge roll function as dodge does now and evasion reduces Dmg taken off it procs by maybe 70 precent and any stun or slow is evaded.

      Cloak will never get fixed. They broke out on purpose im pretty sure. No other way to really explain how awful they've been at fixing it.

      They can purge defile...
      PS4 EU DC

      Current CP : 756+

      I have every character level 50, both a magicka and stamina version.


      RIP my effort to get 5x v16 characters...
    2. HeroOfNone
      HeroOfNone
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      Dyride wrote: »
      As much as I agree with a lot of the points found here, I don't think ZOS wants longer fights on a large scale. There is a big difference in a 1v1 or small scale fight which can last for a while if opponents are on an equal skill level and large-scale combat with keep battles.

      Long drawn out fights around keeps leads to players piling up and is one of the last major sources of lag.

      I agree they don't want excessively long fights, @ZOS_BrianWheeler has come out and said he doesn't want this feeling like counter strike, where you turn a corner and your dead. That's why in my PVP Improvements post I address these issues by improving siege damage and a lot of suggestions focus on giving mitigation but significantly nerfing healing abilities.

      Lowering the damage doesn't need to make the match last forever if the heals are made much lower.
      Herfi Driderkitty of the Aldmeri Dominion
      Find me on : Twitch | Youtube | Twitter | Reddit
    3. Bandit1215
      Bandit1215
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      AshTal wrote: »
      Mine would be

      1) Proc Sets
      2) Poor balance between classes
      3) Forced into a small group of builds to complete
      4) Insane power of the 1%ers who can take on 8 other players and win
      5) Imbalance between racials forcing us to play small group of races to compete.

      6) Lack of Dev involvement information
      7) Too long for exploits and bugs to be fixed.
      8) Squishiness of some builds meaning they are dead in seconds.
      9) Wrecking blow

      So you don't like that the top 1% of players can take down 8 likely low level and low skilled players? I don't see the issue there.

      Are you living a few patches ago? Wrecking blow doesn't cc and can be bashed if you are quick enough. I get complaining about the old wrecking blow but it seems ok right now.
      CP 561
      • vSO HM - Completed
      • vAA - Completed
      • vHRC - Completed

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