So after finally getting a full night of testing on the PTS, I have a few more comments.
Veteran Dungeons seem fairly OK, I don't know if anything changed in the 1.6.1 patch at all or if it's just us getting off the templates but we've managed every dungeon so far including the Praxin pull without ultimates. I am still convinced that the trash is way too powerful though, it's not necessarily hard .. but it is so time consuming. Some of the trash pulls take about as long time as a regular boss fight..
Also XP is abysmal. 30K during enligthment for a dungeon run that takes half an hour or so, puts it at 13 hours per point. That is basically like providing us with thousands of VR levels.
+ the real kicker in my research today which is very sad.
Champion System .. WTF moment
So, there's a "passive" in the Champion System that gives you 12% spell/weapon crit when you have invested 30 points. Now, the Champion System was supposed to prevent large gaps between players and provide a slow long-term progression system.. this is not the way to do it.
What's bound to happen is you're going to have PUGs ask for people only with 90 CP, because you need it to get that passive. Every DPS in the game must have that passive. If you're sitting at 89 CP, you're going to be doing 6% less damage than if you had 90? Those are the kind of gaps that shouldn't be in a system like this.
My suggestion (which I think is the most important one that can be raised in regards to update 6):
Put the crit back on gear, remove this passive and if needed give a little more to the respective "active" stars instead.
This would prevent an enormous gap between different point levels, and provide that long-term progression system that doesn't separate players too much. I'm also sure this needs to be done with other passives, or the passive system needs to be scrapped altogether, because having it this way will do nothing but force a massive grind and make your effectiveness directly related to your CP.
I don't see any way that this can make it to live without causing very serious issues with game balance.
So after finally getting a full night of testing on the PTS, I have a few more comments.
Veteran Dungeons seem fairly OK, I don't know if anything changed in the 1.6.1 patch at all or if it's just us getting off the templates but we've managed every dungeon so far including the Praxin pull without ultimates. I am still convinced that the trash is way too powerful though, it's not necessarily hard .. but it is so time consuming. Some of the trash pulls take about as long time as a regular boss fight..
Also XP is abysmal. 30K during enligthment for a dungeon run that takes half an hour or so, puts it at 13 hours per point. That is basically like providing us with thousands of VR levels.
+ the real kicker in my research today which is very sad.
Champion System .. WTF moment
So, there's a "passive" in the Champion System that gives you 12% spell/weapon crit when you have invested 30 points. Now, the Champion System was supposed to prevent large gaps between players and provide a slow long-term progression system.. this is not the way to do it.
What's bound to happen is you're going to have PUGs ask for people only with 90 CP, because you need it to get that passive. Every DPS in the game must have that passive. If you're sitting at 89 CP, you're going to be doing 6% less damage than if you had 90? Those are the kind of gaps that shouldn't be in a system like this.
My suggestion (which I think is the most important one that can be raised in regards to update 6):
Put the crit back on gear, remove this passive and if needed give a little more to the respective "active" stars instead.
This would prevent an enormous gap between different point levels, and provide that long-term progression system that doesn't separate players too much. I'm also sure this needs to be done with other passives, or the passive system needs to be scrapped altogether, because having it this way will do nothing but force a massive grind and make your effectiveness directly related to your CP.
I don't see any way that this can make it to live without causing very serious issues with game balance.
How is this a problem? It will take 3 weeks of casual play to get the 20CP you need or 1 week of heavy play.
So after finally getting a full night of testing on the PTS, I have a few more comments.
Veteran Dungeons seem fairly OK, I don't know if anything changed in the 1.6.1 patch at all or if it's just us getting off the templates but we've managed every dungeon so far including the Praxin pull without ultimates. I am still convinced that the trash is way too powerful though, it's not necessarily hard .. but it is so time consuming. Some of the trash pulls take about as long time as a regular boss fight..
Also XP is abysmal. 30K during enligthment for a dungeon run that takes half an hour or so, puts it at 13 hours per point. That is basically like providing us with thousands of VR levels.
+ the real kicker in my research today which is very sad.
Champion System .. WTF moment
So, there's a "passive" in the Champion System that gives you 12% spell/weapon crit when you have invested 30 points. Now, the Champion System was supposed to prevent large gaps between players and provide a slow long-term progression system.. this is not the way to do it.
What's bound to happen is you're going to have PUGs ask for people only with 90 CP, because you need it to get that passive. Every DPS in the game must have that passive. If you're sitting at 89 CP, you're going to be doing 6% less damage than if you had 90? Those are the kind of gaps that shouldn't be in a system like this.
My suggestion (which I think is the most important one that can be raised in regards to update 6):
Put the crit back on gear, remove this passive and if needed give a little more to the respective "active" stars instead.
This would prevent an enormous gap between different point levels, and provide that long-term progression system that doesn't separate players too much. I'm also sure this needs to be done with other passives, or the passive system needs to be scrapped altogether, because having it this way will do nothing but force a massive grind and make your effectiveness directly related to your CP.
I don't see any way that this can make it to live without causing very serious issues with game balance.
How is this a problem? It will take 3 weeks of casual play to get the 20CP you need or 1 week of heavy play.
Because it creates the power gap that the CS wasn't supposed to do. Why should a person with 89 CP be crap and one with 90 CP good?
Either way, all the arguments are there, feel free to disagree however. It's just my feedback.
So after finally getting a full night of testing on the PTS, I have a few more comments.
Veteran Dungeons seem fairly OK, I don't know if anything changed in the 1.6.1 patch at all or if it's just us getting off the templates but we've managed every dungeon so far including the Praxin pull without ultimates. I am still convinced that the trash is way too powerful though, it's not necessarily hard .. but it is so time consuming. Some of the trash pulls take about as long time as a regular boss fight..
Also XP is abysmal. 30K during enligthment for a dungeon run that takes half an hour or so, puts it at 13 hours per point. That is basically like providing us with thousands of VR levels.
+ the real kicker in my research today which is very sad.
Champion System .. WTF moment
So, there's a "passive" in the Champion System that gives you 12% spell/weapon crit when you have invested 30 points. Now, the Champion System was supposed to prevent large gaps between players and provide a slow long-term progression system.. this is not the way to do it.
What's bound to happen is you're going to have PUGs ask for people only with 90 CP, because you need it to get that passive. Every DPS in the game must have that passive. If you're sitting at 89 CP, you're going to be doing 6% less damage than if you had 90? Those are the kind of gaps that shouldn't be in a system like this.
My suggestion (which I think is the most important one that can be raised in regards to update 6):
Put the crit back on gear, remove this passive and if needed give a little more to the respective "active" stars instead.
This would prevent an enormous gap between different point levels, and provide that long-term progression system that doesn't separate players too much. I'm also sure this needs to be done with other passives, or the passive system needs to be scrapped altogether, because having it this way will do nothing but force a massive grind and make your effectiveness directly related to your CP.
I don't see any way that this can make it to live without causing very serious issues with game balance.
How is this a problem? It will take 3 weeks of casual play to get the 20CP you need or 1 week of heavy play.
Because it creates the power gap that the CS wasn't supposed to do. Why should a person with 89 CP be crap and one with 90 CP good?
Either way, all the arguments are there, feel free to disagree however. It's just my feedback.
Actually if that spell crit had a progressing percentage that is caped at 12% when u reach 30 CP invested in the tree and increases at a decreassed rate while you invest those 30CP, then it would be a much smoother progression and the issue would be a non issue.
Did you find the Mantikora easier than before?
Correct me if I'm wrong but its Health was 2.15M on Live and it's now 11.66M, which is only 5.4x higher. The player DPS seem to have increased by more than that.
Introduction
Toggle skills and skill slot inefficiency
This is one that hits Sorcs really hard especially, but has also become prevalent in more skills (Expert Hunter) providing necessary passive buffs. Basically, for every toggle skill you have on your bar, you eliminate a slot from both of your bars. A sorc skill bar in 1.6 might only have 2 useable slots per weapon if you have Inner Light, Winged Twilight and Bound Aegis. A solution could be to allow toggled skills to be toggled on one bar, and still stay on while switching bars. This would still make it a trade-off, but without removing 6 possible active skills.
[...]
/ @pppontus
Officer of Sigma Draconis
http://sigmadraconisgaming.com
SokarGoldberg wrote: »Introduction
Toggle skills and skill slot inefficiency
This is one that hits Sorcs really hard especially, but has also become prevalent in more skills (Expert Hunter) providing necessary passive buffs. Basically, for every toggle skill you have on your bar, you eliminate a slot from both of your bars. A sorc skill bar in 1.6 might only have 2 useable slots per weapon if you have Inner Light, Winged Twilight and Bound Aegis. A solution could be to allow toggled skills to be toggled on one bar, and still stay on while switching bars. This would still make it a trade-off, but without removing 6 possible active skills.
[...]
/ @pppontus
Officer of Sigma Draconis
http://sigmadraconisgaming.com
I totally have to agree on this point!
This is my biggest issue with the skills on PTS at the moment. If as a Sorc trying to get decent DPS for the PvE end content is mostly only possible by using 60% of your skills for "toggle-stuff" ... I rather not play at all.
It is annoying and boring. You need to leave so many "extra" skills out of your possible combination only because you need to keep those toggles on both bars.
A useful & special skill for the group? (besides the pet mana reg buff) Who can provide it for the group? Don't ask the Sorc. With Curse, Frags, Str. Entropy.. well.. choose your 4th skill wisely.. Wrath or Crushing Shock?
In most PvE raid guilds Sorcs biggest "use" was the Negate. There is a reason why almost all EU trial best times where done with 1 Sorc only.
Now with 1.6 the DPS might get up to other classes with a bit training.. but here is simply nothing else a Sorc could provide for a PvE raid / trial raid.
Since the ulti gathering changes the negate is just too expensive for that little effect you get.
That's a bit tricky for pets though, especially the Twilight with its cast time. They're companions, participating in the fight and not just buffs to your stats. A timer would interrupt their damage every 60 seconds, which would be quite annoying.sniserb16_ESO wrote: »I aggree with you about toggle skills. A fix would be 1 minute spell por those toggle. Spells that should be recasted
trimsic_ESO wrote: »Bow
It's not only about bows; it's about physical weapon damage builds in general, based on stamina. Magicka builds are still above stamina builds, despite the efforts spent in 1.6 to fix this issue.
Since 1.6 is a major overhaul of the combat system, it's the perfect timing for fixing this issue. No more small steps; a giant leap would be great.
In addition to this problem, we are still stucked in a situation where range attacks deal more damage than melee attacks. This is making no sense, and 1.6 is also the perfect timing for fixing this issue as well.
trimsic_ESO wrote: »The lack of long range CC in this game is really a pain, for both the PVE and the PVP.
Maybe in PVE on a dummy target. But in PVP, magicka builds are vastly superior to stamina builds.trimsic_ESO wrote: »Bow
It's not only about bows; it's about physical weapon damage builds in general, based on stamina. Magicka builds are still above stamina builds, despite the efforts spent in 1.6 to fix this issue.
Since 1.6 is a major overhaul of the combat system, it's the perfect timing for fixing this issue. No more small steps; a giant leap would be great.
In addition to this problem, we are still stucked in a situation where range attacks deal more damage than melee attacks. This is making no sense, and 1.6 is also the perfect timing for fixing this issue as well.
Currently on live and even more with 1.6, the melee stamina builds are superior to magicka ones in term of DPS. The "giant leap" you are talking about was already made with 1.5.
I also disagree about the fact that melee should deal more damage than range.
Melee and range should be able to produce same DPS. However, range should be squishier than melee as a compensation for the benefit of staying at range.
trimsic_ESO wrote: »Maybe in PVE on a dummy target. But in PVP, magicka builds are vastly superior to stamina builds.trimsic_ESO wrote: »Bow
It's not only about bows; it's about physical weapon damage builds in general, based on stamina. Magicka builds are still above stamina builds, despite the efforts spent in 1.6 to fix this issue.
Since 1.6 is a major overhaul of the combat system, it's the perfect timing for fixing this issue. No more small steps; a giant leap would be great.
In addition to this problem, we are still stucked in a situation where range attacks deal more damage than melee attacks. This is making no sense, and 1.6 is also the perfect timing for fixing this issue as well.
Currently on live and even more with 1.6, the melee stamina builds are superior to magicka ones in term of DPS. The "giant leap" you are talking about was already made with 1.5.
I also disagree about the fact that melee should deal more damage than range.
Melee and range should be able to produce same DPS. However, range should be squishier than melee as a compensation for the benefit of staying at range.
trimsic_ESO wrote: »Toggle skill
Your idea is great. I have always defended the idea of having 1 or 2 more skills per bar. The 5 skills per bar limitation is more and more a constraint for the reasons you said, and is rather a source of frustration than a source of fun. And a game is all about having fun.
Conclusion
Fine tuning is needed at many different places, and this is not really a surprise given the changes made to 1.6. But once they will be in place, I'm convinced that 1.6 will be a great release.
trimsic_ESO wrote: »Toggle skill
Your idea is great. I have always defended the idea of having 1 or 2 more skills per bar. The 5 skills per bar limitation is more and more a constraint for the reasons you said, and is rather a source of frustration than a source of fun. And a game is all about having fun.
Conclusion
Fine tuning is needed at many different places, and this is not really a surprise given the changes made to 1.6. But once they will be in place, I'm convinced that 1.6 will be a great release.
I agree with your recommendation for the Toggle skill but only for the Sorcerer class. They need to have the ability to use 5 spells like any other class NOT INCLUDING PETS. With having a 7 Skill bar for sorcerers, that enables them to be more competitive where DPS is concerned. Those extra 2 skills are ONLY for Pets. If you don't use Pets, you don't get those extra skills. With a main as a Templar, I also have spells on my bar that don't do DPS, BoL for example and limits my DPS. I do not need to have duplicate spells on each bar though which is where other classes have an advantage over Sorcerers.
With Magelight and Critical Surge, those should take up 2 spots as they help increase your DPS. With having 2 dedicated pet slots outside the main 5 skills, it would still give a Sorcerer the ability to have at least 3 damage spells. That's a lot more balanced than only having 1 damage spell.
This would also help solve the issue with CC as it would give 2 pets to take into dungeons/pvp and keep the mob trash in control.