Jabbs_Giggity wrote: »ZOS_GinaBruno wrote: »Could you please define who "play the way you want" is meant for? Is it really meant for everyone, including the end-game raiding community?
Part of the reason raid teams are so critically optimised, with people forced to play certain roles and/or abilities is because of how overtuned the content is, especially recently.
Take Reef Guardian HM, a fight where a DK tank is king simply because of Magma Shell allowing you to ignore most of the damage. How would a Necro tank compare here, or a NB? I'm not even going to talk about how bottom-of-the-ladder Templar tank is, a class that is supposed to embody the paladin identity and one I would have thought should be second behind DK. Is this the "play the way you want" mantra in practice?
I get that each class should bring something to the table, to have some measure of class identity, a reason to go "Oh, I want to play that class because". But it seems recently you cannot balance that with "play the way you want" in the settings that test the player the most. If that's the way it's intended to be then so be it, but I'd prefer you to outright say that, instead of just repeating the same buzzwords.
As is mentioned above, we recognize that some combinations are going to be more effective than others, but our goal is to ensure every character can protect their group, mend allies, or devastate foes in some capacity. Completing Hard Mode content is going to require more skill and an optimized character, and that's where Mastery comes in.
Stamina Templars are virtually extinct in PVP zones, due to u35 and u36. Could you please explain the reasoning for nerfing the entire class kit into a ranged Magplar Jesus beam viable option as the only DPS option now?
Templar healer role is still not near the top, but in Cyro groups the only valid templar is one spamming healing ult, or Jbeam spammer.
Billium813 wrote: »I can BARELY go 1v1 with another player now! I can time my Power of the Light, Stun, and Crescent Sweep perfectly, I can "Follow Up" and Radiant Oppression while having Rally AND Clever Alch up! ... and the target doesn't even flinch.
Billium813 wrote: »Jabbs_Giggity wrote: »ZOS_GinaBruno wrote: »Could you please define who "play the way you want" is meant for? Is it really meant for everyone, including the end-game raiding community?
Part of the reason raid teams are so critically optimised, with people forced to play certain roles and/or abilities is because of how overtuned the content is, especially recently.
Take Reef Guardian HM, a fight where a DK tank is king simply because of Magma Shell allowing you to ignore most of the damage. How would a Necro tank compare here, or a NB? I'm not even going to talk about how bottom-of-the-ladder Templar tank is, a class that is supposed to embody the paladin identity and one I would have thought should be second behind DK. Is this the "play the way you want" mantra in practice?
I get that each class should bring something to the table, to have some measure of class identity, a reason to go "Oh, I want to play that class because". But it seems recently you cannot balance that with "play the way you want" in the settings that test the player the most. If that's the way it's intended to be then so be it, but I'd prefer you to outright say that, instead of just repeating the same buzzwords.
As is mentioned above, we recognize that some combinations are going to be more effective than others, but our goal is to ensure every character can protect their group, mend allies, or devastate foes in some capacity. Completing Hard Mode content is going to require more skill and an optimized character, and that's where Mastery comes in.
Stamina Templars are virtually extinct in PVP zones, due to u35 and u36. Could you please explain the reasoning for nerfing the entire class kit into a ranged Magplar Jesus beam viable option as the only DPS option now?
Templar healer role is still not near the top, but in Cyro groups the only valid templar is one spamming healing ult, or Jbeam spammer.
This is what happens when you become the "best PvP class". ZOS has adopted a management style of "pound whatever nail is sticking out today" and, because its almost IMPOSSIBLE TO DO CORRECTLY, they over nerf a lot.
I'v been playing Stamplar for like 4 years and I can totally feel the changes in PvP. I hit like a wet noodle now. I have no burst anymore! I still have SOME survivability thanks to heals, but if I run out of my AOE circles, I'm dead! Living Dark seems to do nothing. Dmg feels like its been ground out of the class. Everyone else has mobile heals which, in PvP, is WAY more useful cause PvP is fluid and dynamic. Templar has to get in close (danger), and operate within an AOE circle for sustain. When we step out, we have to build up in a new location! Meanwhile, other classes are more mobile and fluid.
I can BARELY go 1v1 with another player now! I can time my Power of the Light, Stun, and Crescent Sweep perfectly, I can "Follow Up" and Radiant Oppression while having Rally AND Clever Alch up! ... and the target doesn't even flinch.
The_Titan_Tim wrote: »Billium813 wrote: »I can BARELY go 1v1 with another player now! I can time my Power of the Light, Stun, and Crescent Sweep perfectly, I can "Follow Up" and Radiant Oppression while having Rally AND Clever Alch up! ... and the target doesn't even flinch.
Most of Templar damage is coming from outside of the class right now after losing Puncturing Strikes, which I’m not exactly too bothered by, as jabbing away at people for 7 years straight got a little boring, being that no other ability came remotely close to being in an acceptable spot as a spammable by comparison.
Have to say though, there is massive power behind a medium weaved guaranteed Crescent from a Dizzying Swing. If you need help with dueling on Stamplar, I’ve got arguable the most recognizable one on Xbox NA right now. The class still works, although it is significantly harder to play now, my advice to you, check out Blackrose dual-wield for your backbar, Quick Cloak gives so much as it is, then you add on the 6% damage + 6% mitigation and well…
You just gotta see it to believe it.
ZOS_BrianWheeler wrote: »Much of the work we’ve done over the past few years – such as updating the Champion Point system and the hybridization work – has vastly improved build options, gameplay variety and build equality, which supports several of our values.
This post did not say anything.
“All classes can rank, dps, and heal.”
“We can wear any armor, use any weapon…”.
Ok, and?
Did this really need to be written?
VaranisArano wrote: »What I'd like to see for the next Deep Dive: the Devs discuss what they mean by "raise the floor, lower the ceiling" and frankly discuss their past attempts, successes, and failures in doing so. We've been through multiple attempts at this over the years and it'd be nice to hear about it from the Devs' perspective before the next round of "lowering the ceiling" comes around.
Fun and rewarding to all players, does this mean the skillgap is going to be closed? Because 10k or 100k dps with the same builds/gear is not fun and rewarding. Both for that player, and those they are grouped with.ZOS_BrianWheeler wrote: »So, what is our vision for combat in ESO? In a nutshell, we want combat to feel fun and rewarding to all players. We have a wide variety of players with unique interests and motivations for playing, so we recognize that what feels “fun and rewarding” is a little different for everyone. Our goal is to strike a good balance, and just like our community has evolved over time, so has the need to address things that didn’t align with our combat core values. It’s also worth noting that these core values are aspirational, not hard rules or a definition of the current reality; they are the values to which we aspire with combat design and what we strive to meet when considering adjustments to combat in ESO.
To me this reads: We are not going to enforce roles in the dungeonfinder, no matter how many players are now having horrible experiences due to speedrunners and fake roles. Though I agree with what is said, there needs to be a line, especially if you still want players to play in groups together. Because the longer this 'freedom and flexibility' goes on in groupplay, the more players ESO will lose. For solo this is good, for groupplay there needs to be a line players cannot cross. These core combat values clash with the basics of an MMO, to stop players from abusing other players.ZOS_BrianWheeler wrote: »Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor. Some combinations of these tools are more effective than others, but every character should have the capacity to protect their group, mend allies, or devastate foes.
- Wear any combination of light, medium, and heavy armor
- Slot abilities from any skill line you've discovered
- "Deck building" through a selection of abilities, items, Champion Points, etc.
I get that you want combat to be engaging, and that there needs to be room to grow. But right now most of this list(bolded) excludes many players from quite some of the game's content, as this list assumes everyone is top tier or will be top tier one day. Not even taking into question if they even want to be top tier. Some of this list(and barswapping) excludes a very very large group of players from playing higher content. Shouldn't the goal be to get more players playing(including in higher content), instead of chasing most away, and having few left playing. Currently many do not see this engaging/challenging combat as "let's do this!", but rather as "screw that, I'm going to try another game!". It looks like a mountain to climb, but only very few actually want to make that climb. It is a game afer all.ZOS_BrianWheeler wrote: »Mastery
Whether you've played for 10 minutes or 1000 hours, there should always be something to learn or improve upon. That loop of learning should be consistently fun and rewarding. Our combat is designed to challenge you along two primary paths: character builds and skillful execution. Outside of combat, your character build should test your ability to refine a large number of choices into a proficient engine for battle. Tests of skillful execution occur during battle, challenging you to realize the potential of your build and outperform opponents in fast-paced, active combat.
- Builds consist of the combination of abilities, items and Champion Points
- Real-time resource management (Health, Magicka, Stamina, Ultimate)
- Optimizing ability rotations and timing
- Light attack weaving
- Group “builds” and synergies