So we just worked for years to get stronger only to have you lower our damage because a new player wouldn't be as strong. Great. I wonder how long I can go on knowing that if I put in the time to get stronger you'll just nerf me because someone just bought the game. Very discouraged to continue.
gothickaiserub17_ESO wrote: »So we just worked for years to get stronger only to have you lower our damage because a new player wouldn't be as strong. Great. I wonder how long I can go on knowing that if I put in the time to get stronger you'll just nerf me because someone just bought the game. Very discouraged to continue.
I hope these adjustments (nerfs) are not making you anywhere near new players, simply a little less overpowering.If years of experience has been washed away by changing how the game is played there may be a different problem (the gap in gear has never meant as much as the gap in play skill), since it does not take years to actually acquire the items / skill points / CP, but only a few months.
They are underpowered. They do not have the Cp/Skill we worked on for a few YEARS. Now that they are closer why did we dedicate the time?
However they are adding more build diversity (less gap between casual builds to meta builds, doesn't expand the builds that play at the top but does add to those that are within an acceptable percentage to the top).
By nerfing Overwhelming Surge? Buff under performing Sets not nerf what people spent time/gold to acquire.
Additionally while no one who can play at the top level will appreciate it, if there is a large gap between the best who can achieve perfect (animation cancel, attack weaving, multi-dot/buff) rotation
There should be considering YEARS of play.
and those who can not it causes a content problem. With such a large gap you cause bored top tier players
We are bored because they add 4 EXP Events with no actual content. No Cyrodiil Changes. One new Raid and 2 Dungeons.
or create content that almost noone will see (and such hard to budget good development for it). Since they said they wish to still leave skill a factor (as they should) they wish to have it provide less of an extreme benefit so they can produce more balanced content (with tighter balanced content high skill pushing only a smaller % above will still achieve noticeable results).
I did vmol last night, damage is almost exactly the same (if you factor in ult changes it will be about 5% raid dps nerf, almost nothing)Could some of the PTS testers comment on whether the crit changes to proc sets have accomplished these goals?
Lieblingsjunge wrote: »It will not help. The crits on the monster set was never an issue. A 5k or a 3k Selene's doesn't matter. Monster set + Poisons + incap + heavy attack + viper proc is what matters, everything together. Monster sets not critting won't help counter the 20k instant damage, because in addition to the other attacks, it won't make a difference between a 3k or a 5k monster set proc. 18k or 20k, does it matter? Nope. The only thing the PTS change does, is ruin PvE-crit builds. It won't address the issue.
ZOS_RichLambert wrote: »Like I said in my original post... we have more coming. Hopefully they make PTS3.
ZOS_RichLambert wrote: »We have a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
Major Force: This buff category’s Critical Damage bonus is now an additive bonus instead of a multiplicative one (consistent with all other Critical Damage bonuses), but its value has been reduced to a 15% Critical Damage bonus to compensate from 30%. Total Critical Damage bonus from this buff remains unchanged.
ZOS_RichLambert wrote: »Update 13 has been out on the PTS for almost a week now and there’s been a lot of good feedback and questions posted with regards to the balance changes. I wanted to take a few moments to briefly discuss the overall direction for these changes so you can hopefully start to see why these changes are occurring.
For Update 13, our overall goal was to lessen the gap between the top and bottom. (in terms of overall damage output, coordinated vs. uncoordinated, small and large scale PVE & PVP) This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game. We want to establish a solid baseline so that we can better tune and tweak balance. For this update we attacked this problem from multiple angles by doing the following:
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Some of you will probably ask how the above goals translate into the changes we made. Here are some notes on a couple of the more hotly debated ones so you can see how they fit into the bigger picture:
- Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
- Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
- Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
- Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities) @Alpheu5 has a pretty great image that illustrates this change in this thread.
I didn't touch on every change or class, but I hope that sheds some light into how and why we've made some of the changes we've made. We have a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
It should also be noted that what is on PTS now is our first pass at these changes. We’re evaluating all of them and will make adjustments based on both feedback and data collected, so please continue to test them on PTS and give feedback.
-rich
So you wanted to simplify Curse by breaking it in PvP. Good job man, you deserve standing ovation. My God, when the game is balance by halfwits that dont even play the game.
Halfwits are folks that haven't a clue about the truth regarding the claims they make.
Compensation only if you have base critical damage modifierLiquidPony wrote: »Major Force: This buff category’s Critical Damage bonus is now an additive bonus instead of a multiplicative one (consistent with all other Critical Damage bonuses), but its value has been reduced to a 15% Critical Damage bonus to compensate from 30%. Total Critical Damage bonus from this buff remains unchanged.
@ZOS_RichLambert @ZOS_GinaBruno can you please clarify the Major Force change? I don't understand the last sentence. This is a huge nerf to Major Force yet you say that the bonus remains unchanged. That does not compute.
Here's hoping that something in subsequent PTS builds addresses the raid imbalance. I'd really like to see stamina builds find a place in Trials, particularly stamblades and stamplars, neither of which were buffed or adjusted at all, both of which are hit harder by the Major/Minor Force nerfs than other builds.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
ZOS_RichLambert wrote: »[*] Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
ArtOfShred wrote: »ZOS_RichLambert wrote: »Like I said in my original post... we have more coming. Hopefully they make PTS3.
Oh good stuff, I misunderstood PTS3 as meaning something later in the year.
ZOS_RichLambert wrote: »Update 13 has been out on the PTS for almost a week now and there’s been a lot of good feedback and questions posted with regards to the balance changes. I wanted to take a few moments to briefly discuss the overall direction for these changes so you can hopefully start to see why these changes are occurring.
For Update 13, our overall goal was to lessen the gap between the top and bottom. (in terms of overall damage output, coordinated vs. uncoordinated, small and large scale PVE & PVP) This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game. We want to establish a solid baseline so that we can better tune and tweak balance. For this update we attacked this problem from multiple angles by doing the following:
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Some of you will probably ask how the above goals translate into the changes we made. Here are some notes on a couple of the more hotly debated ones so you can see how they fit into the bigger picture:
- Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
- Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
- Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
- Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities) @Alpheu5 has a pretty great image that illustrates this change in this thread.
I didn't touch on every change or class, but I hope that sheds some light into how and why we've made some of the changes we've made. We have a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
It should also be noted that what is on PTS now is our first pass at these changes. We’re evaluating all of them and will make adjustments based on both feedback and data collected, so please continue to test them on PTS and give feedback.
-rich
So you wanted to simplify Curse by breaking it in PvP. Good job man, you deserve standing ovation. My God, when the game is balance by halfwits that dont even play the game.
Halfwits are folks that haven't a clue about the truth regarding the claims they make.
I edited my post few min after i posted it, realising i was a bit to agressive with it. So, you call me halfwit, right?! Implying that i have no clue of what im talking. So pls explain to me what is it that i said was wrong. If you think that it will still be as good in PvP then you have no idea what your talking about. Multiple ppl tested it whom i belive to be objective and all told me the same....its garbage, but i could have predict that without the testing because i play sorc a lot and i know what impact aditional 2.5 can have. Next time trow in an argument, ifyou even have any!
ScooberSteve wrote: »No what everyone is saying why remove crit on proc sets when crit damage is low due to impen?
@ZOS_RichLambertZOS_RichLambert wrote: »[*] Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
anitajoneb17_ESO wrote: »So we just worked for years to get stronger only to have you lower our damage because a new player wouldn't be as strong. Great. I wonder how long I can go on knowing that if I put in the time to get stronger you'll just nerf me because someone just bought the game. Very discouraged to continue.
The thing is, you're meant to play together with that guy who just bought the game. Maybe not now, but sooner or later and most certainly sooner than you think. Some of the people you play with NOW will leave the game, because life and reasons and all, and then you'll rely on that guy who just bought the game. That's possible if the gap is 1:2 or 1:3, but it's impossible if the gap is 1:10 as it is now. If you end up alone with your 45K+ DPS and everyone else is doing 15-20K you'll leave the game too. If you're "limited" to 30K and everyone else does 20-25K you can still have fun playing together. Simple as that.
Rich mentioned on several occasions how much he hates downgrading / downscaling or any kind of limiting for that matter. I'm sure he respects skills and competition. But the whole thing must remain fun, and people need to be able to play together. That huge gap needed to be narrowed down badly, and that's what they intend to do. I wish they'd bring back soft caps for that purpose, but let's see how this goes for now.