Major_Mangle wrote: »Erickson9610 wrote: »I'd play a campaign where the only item sets and abilities I could use were balanced against one another for PvP specifically. Even if it means the majority of my abilities and item sets are disabled or changed in some way in this campaign, I'd hope that such an experience would be more engaging.
They tried similar ruleset with no proc and the campaign died off completely. We don't need srict rulesets (and potentially "presets") and its clear that the ingame population doesn't want it either, as no proc wasn't very popular.
Sure the test is poorly worded in my opinion and it opens up for a lot of ways for interpretation, but the way I see it, it looks like they'll force people into
"You're only allow to use these sets/skills and nothing else". ESO doesn't need to take after games like Guild Wars where you've a limit amount of options of what can be used in PvP. All it will do is kill the remaining PvP population (assuming it's later forced into all PvP campaigns rather than a temporary test)
Here’s my concern with Matt’s wording:a Cyrodiil campaign
Meaning … one campaign, meaning … it will be as dead as the no proc campaign.
For this to actually work, it needs to be a campaign-wide change. As much as we’d all like to think people will naturally gravitate to the campaign where they can get the best performance and not have to deal with ridiculous population caps, we know from experience that people tend to stay in the “main campaign” (a.k.a. the campaign where ball groups are free to destroy performance for everyone).
Healing Skills
There's no doubt that cross healing is a really big issue in ESO. The biggest culprits are auto targeting and "sticky" heals over time like echoing vigor or radiating regeneration. First, there's no way that this can be good for server performance and secondly it's terrible for the game's balance anyway. I think that these skills should be completely replaced with PvP specific versions that still offer utility, but without the ability to to be abused through heal stacking. There's many ways to go about this and there's lots of great ideas on the forums. It's also important not to introduce any new healing skills that can be abused through heal stacking when new PvP specific skills are added.
BXR_Lonestar wrote: »Healing Skills
There's no doubt that cross healing is a really big issue in ESO. The biggest culprits are auto targeting and "sticky" heals over time like echoing vigor or radiating regeneration. First, there's no way that this can be good for server performance and secondly it's terrible for the game's balance anyway. I think that these skills should be completely replaced with PvP specific versions that still offer utility, but without the ability to to be abused through heal stacking. There's many ways to go about this and there's lots of great ideas on the forums. It's also important not to introduce any new healing skills that can be abused through heal stacking when new PvP specific skills are added.
IMO this is absolutely the BIGGEST myth that is being promulgated about PVP healing. I'll admit that cross-healing helps the survivability of a group that is playing together, but those groups that are allegedly impossible to kill are "impossible" to kill mostly due to highly skilled healer play. I know this to be true because my group experimented with eliminating healers from the group to see what our survivability was like without dedicated healers, and we got wrecked. Repeatedly.
Without a dedicated healer(s), we were defensive far too often and rarely had offensive windows where we could press the fight. Cross-healing helps to keep your health topped off, but without well timed burst heals and ulti heals, an organized group goes from unstoppable to just plain ordinary.
Do you propose that healing just be removed from PVP altogether? Or phrased another way, do you believe that healers have a place in PVP? Because a healers job is not to get kills but to keep their teammates alive, and when we do our jobs, our guys don't die. Cross-heals mainly help with the piddly attacks that the group absorbs as other people try to build ult on us or kill us from a distance, but they don't do anything to prevent a group from getting killed when they need burst heals at a critical juncture of the fight.
I'm all for it if it means the end of ball groups.
To anyone excited about the idea of "PvP specific skills", ask yourself, "who is going to design these skills?"
The same people that made Jabs and Flurry 2.0 will.
The same people that haven't touched Polar Wind in multiple patches will.
The same people that made Grave Lord's Sacrifice will.
I have 0 faith that they can do this without it flopping, hard.
The_Meathead wrote: »The flipside of this is that success in PVP would become more about physical skill than about sets — which is how most PVP games work. How often have people here bemoaned the fact that they’re getting killed by overtuned sets or class abilities, not by skilled players? Particular guns in FPS games all have the same damage output for all players, but player skill and knowledge of terrain / enemy behaviour is what ultimately determines who wins in a PVP FPS game. FPS games seem to be doing alright despite the lack of build agency…
I have seen a lot of people say that over the years, but I'm not one of them for two reasons.
First, builds are a huge part of ESO's PvP. It would be dull as dirt without full control of them to me, and I'd probably go play another MMO. It's where RPG meets PvP imo, and I don't play FPS games because they lack the same feeling. While OPed outliers often exist and do indeed tarnish things, that's a balance issue that should be corrected quickly and ideally a temporary and infrequent price to be paid for the fun of designing your own character in way that suits your own play.
Second, my experience in other MMOs over the past couple decades has shown that when "PvP Templates" or the like are added late in a game's life, it hasn't been a positive despite initial vocal support for the reasons you mentioned. It's been less colorful and fun, less player-driven, and gets reverted back after participation drops off because it's bland, some players always figure out a way to manipulate it, and most of all it takes away the drive to play the game because the reward of greater strength for playing, doing, and "go get the next item or upgrade" is such an integral aspect of continued enjoyment and drive to participate.
You're certainly not wrong that it's a commonly voiced sentiment and absolutely everyone's fully entitled to their own opinion, but in my experience when it's happened elsewhere it hasn't ended well.
Yeah, well I can’t even play the game right now because performance is so bad. I don’t even have it installed on my computer anymore. I’d rather have a smooth, functional experience at the expense of less build diversity, if that’s what it takes. Build diversity is not what drew me to Cyrodiil in the first place — it was the fun of capturing and defending keeps with friends, the fun of stealing scrolls with friends. While theorycrafting can certainly be fun, it’s not the main drive of Cyrodiil for a lot of people.
To anyone excited about the idea of "PvP specific skills", ask yourself, "who is going to design these skills?"
The same people that made Jabs and Flurry 2.0 will.
The same people that haven't touched Polar Wind in multiple patches will.
The same people that made Grave Lord's Sacrifice will.
I have 0 faith that they can do this without it flopping, hard.
Few points - first I think you are missing the mark on what they said. I didn't take their message to mean they will be creating NEW skills... I took it to mean they will make it so only certain skills show up in PvP. Meaning, they will take the skills that have a 3x...4x..10x impact on server performance (calculations) and remove them. When they do that though they are going to have to modify some of the lower costly skills to fill the gaps for things like healing and what not.
When damage is centered around burst skills, it reinforces the importance of timing, blocking, and rolling. Overall skill expression will be improved since the players are more in control of the damage they deal and receive.
Avran_Sylt wrote: »Here’s my concern with Matt’s wording:a Cyrodiil campaign
Meaning … one campaign, meaning … it will be as dead as the no proc campaign.
For this to actually work, it needs to be a campaign-wide change. As much as we’d all like to think people will naturally gravitate to the campaign where they can get the best performance and not have to deal with ridiculous population caps, we know from experience that people tend to stay in the “main campaign” (a.k.a. the campaign where ball groups are free to destroy performance for everyone).
Yeah. In all honesty the best place for them to test this out is something small first, like a Battleground event where these skills replace your current skills.
Small-scale testing that you can get people in and out quickly without having to deal with the whole bother that is map traversal and group organization needed in Cyrodiil.
If it works decently in battlegrounds, then see if it can scale up to Cyrodiil.
BXR_Lonestar wrote: »Healing Skills
There's no doubt that cross healing is a really big issue in ESO. The biggest culprits are auto targeting and "sticky" heals over time like echoing vigor or radiating regeneration. First, there's no way that this can be good for server performance and secondly it's terrible for the game's balance anyway. I think that these skills should be completely replaced with PvP specific versions that still offer utility, but without the ability to to be abused through heal stacking. There's many ways to go about this and there's lots of great ideas on the forums. It's also important not to introduce any new healing skills that can be abused through heal stacking when new PvP specific skills are added.
IMO this is absolutely the BIGGEST myth that is being promulgated about PVP healing. I'll admit that cross-healing helps the survivability of a group that is playing together, but those groups that are allegedly impossible to kill are "impossible" to kill mostly due to highly skilled healer play. I know this to be true because my group experimented with eliminating healers from the group to see what our survivability was like without dedicated healers, and we got wrecked. Repeatedly.
Without a dedicated healer(s), we were defensive far too often and rarely had offensive windows where we could press the fight. Cross-healing helps to keep your health topped off, but without well timed burst heals and ulti heals, an organized group goes from unstoppable to just plain ordinary.
Do you propose that healing just be removed from PVP altogether? Or phrased another way, do you believe that healers have a place in PVP? Because a healers job is not to get kills but to keep their teammates alive, and when we do our jobs, our guys don't die. Cross-heals mainly help with the piddly attacks that the group absorbs as other people try to build ult on us or kill us from a distance, but they don't do anything to prevent a group from getting killed when they need burst heals at a critical juncture of the fight.
Few points - first I think you are missing the mark on what they said. I didn't take their message to mean they will be creating NEW skills... I took it to mean they will make it so only certain skills show up in PvP. Meaning, they will take the skills that have a 3x...4x..10x impact on server performance (calculations) and remove them. When they do that though they are going to have to modify some of the lower costly skills to fill the gaps for things like healing and what not.
Fair point, but I don't think it changes my sentiment. Whether they be new skills or curated skills, I have 0 faith in this combat team to be able to choose balanced skills because the same reasons I posted.
If someone had a history of bankrupting companies, and came to you and asked for investment saying, "trust me", would you trust them? Why should I believe that this time will be any different?
My takeaway is the emphasis is going to be on restoring large scale combat in Cyrodiil, not necessarily returning us to the low ttk, higher skill cap days of pre-2017. I don't think small scalers will necessarily be pleased with the changes at a mechanical level.
I expect a drastic simplification of abilities, passives and procs. Movement speed and resource regen could be reined in as well.
I think they would want to adjust 5 piece set bonuses as well, but at the same time they will want pvp players to continue to be motivated to grind pve content
BXR_Lonestar wrote: »Healing Skills
There's no doubt that cross healing is a really big issue in ESO. The biggest culprits are auto targeting and "sticky" heals over time like echoing vigor or radiating regeneration. First, there's no way that this can be good for server performance and secondly it's terrible for the game's balance anyway. I think that these skills should be completely replaced with PvP specific versions that still offer utility, but without the ability to to be abused through heal stacking. There's many ways to go about this and there's lots of great ideas on the forums. It's also important not to introduce any new healing skills that can be abused through heal stacking when new PvP specific skills are added.
IMO this is absolutely the BIGGEST myth that is being promulgated about PVP healing. I'll admit that cross-healing helps the survivability of a group that is playing together, but those groups that are allegedly impossible to kill are "impossible" to kill mostly due to highly skilled healer play. I know this to be true because my group experimented with eliminating healers from the group to see what our survivability was like without dedicated healers, and we got wrecked. Repeatedly.
Without a dedicated healer(s), we were defensive far too often and rarely had offensive windows where we could press the fight. Cross-healing helps to keep your health topped off, but without well timed burst heals and ulti heals, an organized group goes from unstoppable to just plain ordinary.
Do you propose that healing just be removed from PVP altogether? Or phrased another way, do you believe that healers have a place in PVP? Because a healers job is not to get kills but to keep their teammates alive, and when we do our jobs, our guys don't die. Cross-heals mainly help with the piddly attacks that the group absorbs as other people try to build ult on us or kill us from a distance, but they don't do anything to prevent a group from getting killed when they need burst heals at a critical juncture of the fight.
MincMincMinc wrote: »As for the conversation about stuns I think many of you are missing a big point. Zos has ruined most cc counterplay. With proper counterplay design, these mechanics shouldnt feel like a plague on the game. Too many flashy animations for dumb skills exist and hide any possible telegraphs that SHOULD be flashy instead.
Dizzy swing and offbalance is the perfect example. Dizzy used to be a straightforward skill that was fun to use and so easily outplayable it was rarely used in dueling. The long charge up cast time was a clear telegraph for the enemy to react to. Failure to react within 6 average human reaction times resulted in a knockup.
Now, dizzy is really quick and applies a debuff.....sometimes if the enemy themselves is not on a cooldown. A cooldown that you cant see, otherwise it'll apply a snare for some reason. Then if you or anyone else light attack+1ms the enemy they will fall over without any animation to warn them.
Please tell me which one of these is more clear from a counterplay perspective? Old dizzy you had to look for one telegraph, new dizzy there are like 4 or 5 very situational telegraphs that can be hidden by other mechanics or animations.
For any argument about stuns, pulls, or hard cc in general. Just reiterate the point of the caster must have a clear telegraph after cast. THEN the hard CC happens if you fail to react. If this dynamic doesnt exist, the CC shouldnt exist
MincMincMinc wrote: »As for the conversation about stuns I think many of you are missing a big point. Zos has ruined most cc counterplay. With proper counterplay design, these mechanics shouldnt feel like a plague on the game. Too many flashy animations for dumb skills exist and hide any possible telegraphs that SHOULD be flashy instead.
Dizzy swing and offbalance is the perfect example. Dizzy used to be a straightforward skill that was fun to use and so easily outplayable it was rarely used in dueling. The long charge up cast time was a clear telegraph for the enemy to react to. Failure to react within 6 average human reaction times resulted in a knockup.
Now, dizzy is really quick and applies a debuff.....sometimes if the enemy themselves is not on a cooldown. A cooldown that you cant see, otherwise it'll apply a snare for some reason. Then if you or anyone else light attack+1ms the enemy they will fall over without any animation to warn them.
Please tell me which one of these is more clear from a counterplay perspective? Old dizzy you had to look for one telegraph, new dizzy there are like 4 or 5 very situational telegraphs that can be hidden by other mechanics or animations.
For any argument about stuns, pulls, or hard cc in general. Just reiterate the point of the caster must have a clear telegraph after cast. THEN the hard CC happens if you fail to react. If this dynamic doesnt exist, the CC shouldnt exist
I actually agree with you about how the off balance stun is badly designed in terms of counterplay against it. People will just mindlessly hold block if they see they are off balance. Also without addons there’s sometimes a glitch where the game doesn’t even tell you when you set someone off balance. It’s just so badly designed and not intuitive all around. Also yes, since medium attacks can happen so quickly a lot of players won’t even understand why they got stunned. The invisible cooldown is also stupid and they actually limit the amount of control the player has against their target.
Someone else brought up the fact that off balance stun is unique because it’s an off GCD stun. I can somewhat agree with this, but I think instead there should be a skill that clearly makes your weapons glow or something and while that skill is active your medium and heavy attacks stun for x seconds (x being small preferably). This would be a much better design because it’s much more clear to both the person using the skill and the opponent. It also gives players a bit more control over the stun and frees them from the invisible cooldown.
Avran_Sylt wrote: »Healers get Kills indirectly, by allowing frontline players (typically geared for damage) to persistently overpower targets without rest or needing to tend to their own defenses, against those that are themselves not getting the same kind of healing support.
Avran_Sylt wrote: »Healers get Kills indirectly, by allowing frontline players (typically geared for damage) to persistently overpower targets without rest or needing to tend to their own defenses, against those that are themselves not getting the same kind of healing support.
But that's the point of teamwork. Like, playing together in a group, supporting each other so everyone can focus on different things and the sum is greater than its parts.
It's the whole point of being in a group that "frontline players" can forego some of their self-defense and self-healing because there are dedicated group members taking care of that aspect.
It sometimes seems as if the ideal "grouping" experience for many would be everyone just running alongside each other and doing their own thing. Which is a really weird idea, to be honest, for an MMO.
Tell me if you notice something:
Healer A heals player B with a Single-target heal
Player B heals 10K HP
Healer A heals 10 players with an AoE heal
Each player within the AoE is healed 7K Hp.
Total Health healed and needing to be damaged through is now equal to 7K time the number of players healed.
Healing does have a place, but AoE heals are grossly outperforming.
BXR_Lonestar wrote: »Tell me if you notice something:
Healer A heals player B with a Single-target heal
Player B heals 10K HP
Healer A heals 10 players with an AoE heal
Each player within the AoE is healed 7K Hp.
Total Health healed and needing to be damaged through is now equal to 7K time the number of players healed.
Healing does have a place, but AoE heals are grossly outperforming.
I hear this kind of thing, and what I hear is "heals to strong, I should be able to kill someone who is getting healed." If a player or players can be killed while a healer is burst healing them, then there is absolutely ZERO point in having a healer be there to heal you. So no, you shouldn't be able to kill people who are getting burst healed just by trying to do raw damage. If healers did not make a difference in combat, there is absolutely zero reason to have a healer instead of another DPS in the group.
I get it. It's frustrating to fight against a group that has one or more good healers, but that is high-end coordinated PVP. Many times my ball group hits a group and does literally nothing. Maybe 3-4 hits. Then that 4th or 5th hit people pop. That's also part of the game. We hit them, they hit us, and its all about who pops first - and what may determine that is whether the healers are on point or have sufficient resources to do their job. As a healer, that requires me to be on point for every single time they press the offensive window, and I need to know what abilities to use when right at the mesh point (and when to block and bail so I don't get focused) and If I'm not, the entire group could lose.
Now this is one thing I will agree on: there should be more counters to healing. Currently, the only viable counter is a negate bubble, and that is only available on 1 class. There is no silence spell, and the scribing dispel ability and heal absorption have some potential, but they need some tweaks as to how they are actually deployed before they can be considered useful.
But outside of that, I think healing is fine as is. What there needs to be is more available counters to it such as silence, heal absorption, etc. that is available on more than one class.