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
Twohothardware wrote: »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 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.Twohothardware wrote: »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.
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.Twohothardware wrote: »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
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
silky_soft wrote: »
silky_soft wrote: »
Nope. At launch when we have regular skill fixes @Wrobel wasnt combat lead designer at that time.
silky_soft wrote: »
Nope. At launch when we have regular skill fixes @Wrobel wasnt combat lead designer at that time.
Yolokin_Swagonborn wrote: »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.
Yolokin_Swagonborn wrote: »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.
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.
Yolokin_Swagonborn wrote: »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.
Brutusmax1mus wrote: »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.
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.
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