@ZOS_RichLambert, the biggest problem with removing Velocious Curse is that dual wield magicka sorc builds rely on it to function. DW sorc damage options look like this:ZOS_RichLambert wrote: »We know that burst is really important in PVP - having the 3 extra globals helps with that, but we'll re-evaluate the change.PVP players REALLY need to be able to land 3 unblockable curses in 12 seconds this patch, especially with the ice staff changes and incoming Magicka Templar ice staff block/purge/heal tanks.
ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »[*] Raising the floor on the bottom damage
SwaminoNowlino wrote: »@ZOS_RichLambert
Thanks for the post!
My buddies and I have had this and similar conversations quite often, especially in terms of where we are now as players compared to when we started. And so much of it is the lack of clear explanations in game, and just so much hidden information that we have to rely on guys like Nifty and Alcast for.
Dragonblood on PTS appears to have a base value, even at full magicka. Nowhere in the tooltip is that explained. The base crit hit damage isn't explained anywhere in the game. The fact that pets aren't impacted by CP isn't explained anywhere. Nowhere is the relationship between max magicka and shield strength on a sorc explained. I'm not even sure "empowered" is explained. It's kind of really hard to tell when you're just starting out what stuff actually does, and how things interact. I think you all could get stunningly far in reducing the gaps between players by trying to reduce the information gap between players. It's an immensely complex game, and it would be really hard to naturally explain all of that stuff, but I've had many a friend give up because they simply didn't understand what was going on and watching hours of @Alcast videos to be taught mechanics kind of rubbed them the wrong way (props to Alcast though haha).
Additionally, we know the game is incredibly hard to balance in regards to PvE vs PvP. Balancing one can generally screw the other. You could get pretty far though in terms of classes and skills by looking at some of the morphs and skills that just aren't used and tweaking those. No one uses daedric prey, so why not make that the PvE morph. No one uses crystal blast, make that a more PvE oriented morph. Luminous shard is seldom used, so why not adjust it upwards. Things like that. You can make everyone happy that way. would be a lot easier to balance on your end too if you knew what folks were going to use in specific circumstances. And finally, let us spend gold to remorph skills on an individual, as needed basis. If I want to take my PVP magicka sorc into PvE, I could go remorph my crushing shock and curse to fit PvE. Stuff like that.
Thanks again sir.
Mojomonkeyman wrote: »ZOS_RichLambert wrote: »
Sorry Rich, I`m close to my 40s and I don`t feel any decline in my abilities that would be noticable on non high-end esports level and I`m pretty sure it will be same thing in 10 years. I mean you don`t make playing a guitar or piano artificially easier the older the user gets.
You pov is as narrow, and you know it. I don`t wan`t my or others age to be your argument, I feel it`s discriminating. Quite the opposite, I wish you would focus a bit more on bringing back the difficulty and skill rquirements of games back in the day.
snip[ZOS_RichLambert wrote: »
All the older gamers I've encountered who have difficulties playing for whatever reason realise they're not going to be playing at the high end of competitive gaming. They'll just play for fun. And taking away some of their choices by "simplifying" is removing some of their fun.
ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »
You're not that old yet mate, a more complex rotation is just a matter of practice. A LOT of it, just to get the muscle memory down. The "over 40" crowd in my guild do just fine, no reflex problems or slowness. They do say their fingers hurt a little after hours of PVP play, but it's totally worth it.
Besides, I plan on playing video games until they stick me in the ground dead. It's awesome that some of you older guys are still playing.
PS: If you think a 3.5 second curse is too short, how about a 6 second shield?
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
Blackfyre20 wrote: »Also kinda funny looking back at all the finger pointing PVEers did at PVPers about all the nerfs. Only for it to be confirmed that PVE is the reason we can't have nice things.
ZOS_RichLambert wrote: »
You're not that old yet mate, a more complex rotation is just a matter of practice. A LOT of it, just to get the muscle memory down. The "over 40" crowd in my guild do just fine, no reflex problems or slowness. They do say their fingers hurt a little after hours of PVP play, but it's totally worth it.
Besides, I plan on playing video games until they stick me in the ground dead. It's awesome that some of you older guys are still playing.
PS: If you think a 3.5 second curse is too short, how about a 6 second shield?
Hey that's a really good point - people who need help with their response time or whatever are going to find the six second shield a major problem.
@ZOS_RichLambert
It is a narrow view, I agree, especially as an "older" game. I'm 36, but... according to some people I should be using a walker when I WASD+WM1 in FPS games. XDZOS_RichLambert wrote: »
Blackfyre20 wrote: »Also kinda funny looking back at all the finger pointing PVEers did at PVPers about all the nerfs. Only for it to be confirmed that PVE is the reason we can't have nice things.
Yolokin_Swagonborn wrote: »@ZOS_RichLambert
The proposed change to Velicious curse seems to only benefit those players who are engaging in endgame structured PvE, i.e players fighting bosses with rotations in fights that last upwards of two minutes. At the same time, the proposed change greatly reduces the effectiveness and utility of the curse skill in shorter fights against trash mobs, overland enemies, and enemy players in PvP.
In the thread created by @Alpheu5, the DPS gain for his highly situational and theoretical rotation was only 771DPS gain for a 24 second parse. In a longer 2+ minute fight, this (again theoretically) would result in an increase of 3k+ DPS at the cost of greatly reducing the utility and effectiveness of the skill for pretty much every other application.
I know that your team tries very hard to balance abilities across a variety of playstyles (as you said coordinated vs. uncoordinated, small and large scale PVE & PVP), so please consider how changing this particular morph of Curse will effect the other ways sorcerers use curse in the game.
- New players. When you first unlock curse, a 6 second wait to use the ability seems like a lifetime. The shortened time morph becomes the obvious choice as overland and quest fights are much shorter and its much more satisfying to have the ability do damage sooner.
- Questing, roaming, exploring overworld PvE. Again, overland fights are shorter, I may want to switch targets and focus a different threat. Waiting 12 seconds before I can use the skill again is very clunky.
- PvP - Offense: Many others in this thread have explained this already. 12 seconds is a lifetime in PvP and the skill will get purged, mitigated or otherwise ignored. This change greatly reduces a sorcerers ability to pressure a very tanky or very elusive target. This change means Sorcerer loses a very valuable tool and one of the few effective sorcerer class-based DPS skills in PvP. Sorcerers are already tied to the desto-staff. This would make it worse.
- PvP Utility - Outside of a lucky streak, Sorcerers in PvP lack a good counter to cloak spamming enemies. Curse is a great counter to stealth at the moment but at 6 seconds, a stealthed enemy will be halfway across the map before curse reveals them. This currently functions as good counterplay to stealth and should stay that way.
- Killing that pesky skeever I accidentally aggro'd on my way to a crafting station: Why would I ever use an ability that took 6 seconds to be effective when the fight will be over much sooner than that? The proposed changes make this skill clunky and impractical for anything but long boss fights.
Solution:
There is an easy solution to this issue that will fulfill ALL of your stated goals and keep Velocious curse as an effective skill for ALL types of playstyles:
Add the second "haunting" effect to the "Daedric Prey" Morph and leave Velocious Curse the way it is. The other morph is rarely used so this will give people more reason to use it and at least offer people a choice.
Please consider this option as it is a win-win for everyone. It fulfills your goals without making the skill less effective for the people that enjoy it exactly the way it is.
ZOS_RichLambert wrote: »
Like I said in my original post... we have more coming. Hopefully they make PTS3.
ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »
kyle.wilson wrote: »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.
Wish I'd known that before I changed my khajiit stam sorc to redguard. That is different from what I had always heard about impen.
ZOS_RichLambert wrote: »
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.