ZOS_RichLambert wrote: »
- 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
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?
It's actually quite offensive come to think of it that @ZOS_RichLambert seems to think "older gamers" need things simplified...maybe their fingers don't mash buttons *quite* as fast, but their minds definitely can work out a build and rotation to play with just the same.
Simplifying things simply removes choice and build diversity.
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.
Lord_Dexter wrote: »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
Explain why Destro Ult got a 3% damage buff with Lightning Staff?
AOE damage is reduced while hitting multiple targets,
ZOS_RichLambert wrote: »
FoolishHuman 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?
So I'm supposed to train hours on end for my hobby just to not be kicked from some dungeon? Look at some of the posts here what some people expect from other players.
I'm only 31, but I can already notice that I have trouble keeping up with young teenage boys who are faster, can play longer hours and so on. And it's not just this game, all games are designed to be ever faster and require shorter reaction times or insane time investments. That's not what skill should be about. Situational awareness, strategy, these things are dead in MMOs. All you do is copy a build from the internet, learn a rotation by heart and then click as fast as you can.
Now people are angry that their numbers are gonna be a bit lower, but that's also not what gaming is about. I think simplifying is a good thing sometimes, but every time game developers talk about it they get shouted down like in here. And then what we get is power creep in all games and ever faster reaction times. I don't think that's the right way to go.
It's actually quite offensive come to think of it that @ZOS_RichLambert seems to think "older gamers" need things simplified...maybe their fingers don't mash buttons *quite* as fast, but their minds definitely can work out a build and rotation to play with just the same.
Simplifying things simply removes choice and build diversity.
I'm almost 40 and I'll put my DPS up against anybody. My reflexes are as sharp as ever, thank you very much. Age has nothing to do with it.
Now get off my **** lawn!
ZOS_RichLambert wrote: »
I think balance must be the new word for nerf
ZOS_RichLambert wrote: »This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game.
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
ZOS_RichLambert wrote: »Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
ZOS_RichLambert wrote: »[*] 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)