Hapexamendios wrote: »If the problem is in Cyrodiil, fix it there. These tests have nothing to do with PVE and any changes should not be implemented unless they are only in Cyrodiil imo.
MurderMostFoul wrote: »Hapexamendios wrote: »If the problem is in Cyrodiil, fix it there. These tests have nothing to do with PVE and any changes should not be implemented unless they are only in Cyrodiil imo.
There would be no way to balance PvP if drastic AOE changes were only present in PvP. ZOS's philosophy, one that I agree with, is that players should experience pretty much the same functionality of skills in PvP and PvE. Like it or not, ZOS wants some semblance of balance in PvP and PvE. That being the case, if they adopt any of the AOE changes they are testing, the result will be a sweeping re-balance of skills across the board impacting both PvP and PvE.
MurderMostFoul wrote: »The sky is not falling. If the upcoming tests prove that AOE frequency is the primary cause of poor performance in Cyrodiil, ZOS isn't going to just slap ramping costs or cooldowns on every AOE and call it a day. Many skills will be redesigned, AOE and nonAOE alike. Some AOEs may see ramping costs or cooldowns, and some AOEs will likely go unchanged. Complaining that "X skill won't work anymore," ignores the universal rebalancing that ZOS will perform if these changes are adopted.
However, I do not want to see cooldowns added to the game. My suggestion for the redesign of various AOE skills - Make them function like Sub Assualt. Make their effect delayed, and cancel the effect from prior casts if the skill is recast before going off. This will turn several AOEs into "skill-shots" while reducing the frequency of AOE effects and avoiding bogging down combat with shoehorned cooldowns.
MurderMostFoul wrote: »The sky is not falling. If the upcoming tests prove that AOE frequency is the primary cause of poor performance in Cyrodiil, ZOS isn't going to just slap ramping costs or cooldowns on every AOE and call it a day. Many skills will be redesigned, AOE and nonAOE alike. Some AOEs may see ramping costs or cooldowns, and some AOEs will likely go unchanged. Complaining that "X skill won't work anymore," ignores the universal rebalancing that ZOS will perform if these changes are adopted.
However, I do not want to see cooldowns added to the game. My suggestion for the redesign of various AOE skills - Make them function like Sub Assualt. Make their effect delayed, and cancel the effect from prior casts if the skill is recast before going off. This will turn several AOEs into "skill-shots" while reducing the frequency of AOE effects and avoiding bogging down combat with shoehorned cooldowns.
I can remember that delayed AoE effects are even worse than normal ones. People called that the "Deto train lag" once: i.e. you were 50 m away from the enemy group, then lag, then suddenly dead.
Sync SubAssault with Detonation (and other delayed burst), and you will still cause the lag CC even in the test week.
I know this is probably an unpopular opinion, but I feel there is nothing wrong with adding cooldowns to both PvP and PvE. I don't know what the tests will show, but this has the potential to shake up all that we know. And it's better to accept that combat may very well change over the next year.