I fail to see how this is related to undeath and my comment in particular. Another loathing post that isn’t even remotely connected to the topic.Zyaneth_Bal wrote: »This hurts all players who don’t have insane hots or run in a group with cross-healing. And solo players will be hurt the most because, naturally, when there’s only one target it inevitably takes a lot more damage than anyone in a group or zerg. So this nerf will have a far more pronounced effect in 1vX fights than in 1v1, tipping the scales even further in favor of numeric superiority.
You did mention running in small scale, so I can see why you would crave this nerf so much. Any organized group has a lot of cross-healing and doesn’t make much use of undeath anyway while solo players and less organized groups are going to lose a lot of mitigation, in other words it’s a huge buff to organized groups and good ones are already borderline impossible to deal with.
This is the mentality that got us into the predicament in the first place. Balancing the game around small scale and solo within cyro is a fools errand. Superior numbers and organization is always going to win. Any tools you give small scalers and solo players will be used more effectively by ball groups than solo players. And that includes undeath. It definitely prevents you from securing kills on stragglers and those that stray from the group.
I firmly blame 1vXers for the majority of pvp's problems. Templar used to be the only good pvp group healers except their heal was casted and therefore interrruptable. The 1vXers cried that they couldn't heal like groups could so now everyone has healing like templar and it isn't interruptable cause that was bad for 1vXers who thought they should be able to face tank a bigger more coordinated group. So instead of asking for pvp content more conducive to solo and small scale than Cyro we played this stupid game of a cat chasing it's tail. Gave the 1vXers what they wanted only for the ball groups to use it better. Sure the 1vXers could stomp a group of noobs every now and then due to the knowledge gap but all that did was thin the pvp population cause those players thought pvp was busted, correctly, and soon all you have is the wannabe 1vXers and the ball groups.
And the problem was never solved cause it's fundamental to cyro. The bigger more coordinated group will always win. Only semi effective counter was when siege was good against players.
xylena_lazarow wrote: »Undeath was disgustingly overpowered compared to any other defensive tool in PvP, one of the main factors in the obnoxious "tank meta" where even full damage builds often stalemate each other. Now if you want to survive like that, you build tanky, you don't get it for free, but you won't have a problem with a good defensive build.
Ok so Undeath is gone now. It wasn't overpowered. It worked when people built to use it.
The problem is people bringing insane amounts of damage to the table. Taking away undeath, is an indirect nerf to defensive abilities for most of the community.
If Undeath is going away, give Vamps Health Recovery or pull this change. Because people are packing so much damage already that Undeath really won't do anything for you to start with because the incoming damage is so intense and abusive.
Undeath, I say again, never did anything for me unless I built defensively. Why am I being punished for building defensively or more importantly, now everyone will just continue building offensively because now there is no defense.
A 5/10% buff is nothing. A 15/30% buff is a little something but in and of itself its nothing. It can never, was never and will never be the sole source of anyone's defense. Its being punished for being misunderstood by people who don't see how someone else is defending.
HushAzrael wrote: »The problem with fixing pvp issues is that pve and pvp are inherently and indelibly connected. Nerf healing and you nerf pve, especially end game pve, where healing is important. The same can be said for shields. Nerf healing or shields and you will see waves of pve players quit (again). As someone else rightly pointed out, pve is what makes a successful game long term.
That leaves poking around skills that are primarily used by pvp players. The most over performing passive skill used almost exclusively by pvp players is undeath. It’s also NOT necessary to have. I look at most things ZOS does with extreme side eye, but this is not one of them.
HushAzrael wrote: »The problem with fixing pvp issues is that pve and pvp are inherently and indelibly connected. Nerf healing and you nerf pve, especially end game pve, where healing is important. The same can be said for shields. Nerf healing or shields and you will see waves of pve players quit (again). As someone else rightly pointed out, pve is what makes a successful game long term.
That leaves poking around skills that are primarily used by pvp players. The most over performing passive skill used almost exclusively by pvp players is undeath. It’s also NOT necessary to have. I look at most things ZOS does with extreme side eye, but this is not one of them.
No there is actual that handy buff called Battle Spirit which lets you alter pvp ballance without affecting pve. For example you could limit Crossheals (and crosshields) to 25% of their og pve value and look where the meta would go without affecting pve ^^
This nerf couldn't have come any sooner. It promoted lazy gameplay where people have way too many attempts to survive combos that had otherwise meant their death. I even find this 10% mitigation for so small a price more attractive than the previous one.
I am glad they did this, and would have went as far as to say that Undeath should simply grant Major Protection, maybe both Major and Minor instead of a unique buff.
xylena_lazarow wrote: »I've been running at Stage 1 already, it's very noticeable, 30% is such an obscene number in this game.
This is true. Not to mention that people keep saying 30% and 10% like they actually ever get that that tooltip because that would mean having 1% health remaining and the real value is indeed even less.Skjaldbjorn wrote: »xylena_lazarow wrote: »I've been running at Stage 1 already, it's very noticeable, 30% is such an obscene number in this game.
I am making a bold assumption here, but I assume mitigation works similarly in PVP and PVE. If so, you should watch some of the videos recently posted about how mitigation actually works, how stacking % modifiers has pretty wild effect on diminishing returns, how the calculations fluctuate to almost insane levels depending on when a modifier is applied, etc.
Basically, long story, you're probably not getting 30%, and it could be significantly less than you think.
Skjaldbjorn wrote: »xylena_lazarow wrote: »I've been running at Stage 1 already, it's very noticeable, 30% is such an obscene number in this game.
I am making a bold assumption here, but I assume mitigation works similarly in PVP and PVE. If so, you should watch some of the videos recently posted about how mitigation actually works, how stacking % modifiers has pretty wild effect on diminishing returns, how the calculations fluctuate to almost insane levels depending on when a modifier is applied, etc.
Basically, long story, you're probably not getting 30%, and it could be significantly less than you think.
You sure do that a lot. I can forgive you because DR is a very unintuitive and misleading stat.Skjaldbjorn wrote: »I am making a bold assumption here
You could argue that nerfing Undeath but leaving skills like templar beam untouched isn't a very good idea.
The Undeath change is an improvement though. It could be better (not stage 1), but this is already way above my expectations from the combat team.
Players should choose to be a vampire if they want to make use of vampire skills. Not because of a single passive.
Skjaldbjorn wrote: »xylena_lazarow wrote: »I've been running at Stage 1 already, it's very noticeable, 30% is such an obscene number in this game.
I am making a bold assumption here, but I assume mitigation works similarly in PVP and PVE. If so, you should watch some of the videos recently posted about how mitigation actually works, how stacking % modifiers has pretty wild effect on diminishing returns, how the calculations fluctuate to almost insane levels depending on when a modifier is applied, etc.
Basically, long story, you're probably not getting 30%, and it could be significantly less than you think.
yeah you are not geting the full 30%, because zos made %mitigation multiplicative and decided to round up the damage taken (33.01%=>34% etc). But undeath was still one of the strongest mitgations in PvP. It was incredible frustrating to see someone geting crossheald from 5% back up to 100% after your ulti combo. Because all your follow up skills hit like a wet noodle.
Zyaneth_Bal wrote: »This hurts all players who don’t have insane hots or run in a group with cross-healing. And solo players will be hurt the most because, naturally, when there’s only one target it inevitably takes a lot more damage than anyone in a group or zerg. So this nerf will have a far more pronounced effect in 1vX fights than in 1v1, tipping the scales even further in favor of numeric superiority.xylena_lazarow wrote: »This only hurts players who play too passively and rely too much on face tanking. You'll adapt easily, it's the guys trying to zerg you down that are now gonna be dropping instead of clinging to life at low hp long enough to zerg you.I'm saying this as a primarily solo player too - this nerf is probably going to hurt me worse than anybody else.
You did mention running in small scale, so I can see why you would crave this nerf so much. Any organized group has a lot of cross-healing and doesn’t make much use of undeath anyway while solo players and less organized groups are going to lose a lot of mitigation, in other words it’s a huge buff to organized groups and good ones are already borderline impossible to deal with.
Zyaneth_Bal wrote: »This hurts all players who don’t have insane hots or run in a group with cross-healing. And solo players will be hurt the most because, naturally, when there’s only one target it inevitably takes a lot more damage than anyone in a group or zerg. So this nerf will have a far more pronounced effect in 1vX fights than in 1v1, tipping the scales even further in favor of numeric superiority.
You did mention running in small scale, so I can see why you would crave this nerf so much. Any organized group has a lot of cross-healing and doesn’t make much use of undeath anyway while solo players and less organized groups are going to lose a lot of mitigation, in other words it’s a huge buff to organized groups and good ones are already borderline impossible to deal with.
This is the mentality that got us into the predicament in the first place. Balancing the game around small scale and solo within cyro is a fools errand. Superior numbers and organization is always going to win. Any tools you give small scalers and solo players will be used more effectively by ball groups than solo players. And that includes undeath. It definitely prevents you from securing kills on stragglers and those that stray from the group.
I firmly blame 1vXers for the majority of pvp's problems. Templar used to be the only good pvp group healers except their heal was casted and therefore interrruptable. The 1vXers cried that they couldn't heal like groups could so now everyone has healing like templar and it isn't interruptable cause that was bad for 1vXers who thought they should be able to face tank a bigger more coordinated group. So instead of asking for pvp content more conducive to solo and small scale than Cyro we played this stupid game of a cat chasing it's tail. Gave the 1vXers what they wanted only for the ball groups to use it better. Sure the 1vXers could stomp a group of noobs every now and then due to the knowledge gap but all that did was thin the pvp population cause those players thought pvp was busted, correctly, and soon all you have is the wannabe 1vXers and the ball groups.
And the problem was never solved cause it's fundamental to cyro. The bigger more coordinated group will always win. Only semi effective counter was when siege was good against players.
If balancing for solo players is useless anyway why were there so many 1vXers when game was better balanced for solo players before 2020 and majority of them quit the game when game got balanced more for group play?Balancing the game around small scale and solo within cyro is a fools errand. Superior numbers and organization is always going to win.
This is the only thing you say I agree with. Undeath hurts 1vXers more by preventing them from killing the X than it helps them reduce their own incoming dmg, the cost increase hurts 1vXer also more than the X.And that includes undeath. It definitely prevents you from securing kills on stragglers and those that stray from the group.