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Does the new damage reduction give you time to react?

HeroOfNone
HeroOfNone
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Maybe it's lag, but the damage reduction in PVP doesn't seem to be reducing the 1-2 second kills. From what @ZOS_BrianWheeler and Eric Worbel (can't find a forum account?) Previouslystated the effort was being made to make it feel less like a First person shooter where you turn a corner and "bam" dead, and more like an RPG, where the damage would go down slowly, you'd have time to react, but heals are also reduced. This means you can't simply panic heal forever, and should do damage.

From some of my experiences abilities hit for 13k on a crit, on a player using medium and mage light. Other time you feel you should block, but fear the stamina regen lose, so folks keep it down and then end up being killed easily. Then there are the sweeper bosses, where a wrecking blowchain, knock down, etc. Can get enemies killed before they can CC break.

Don't take this as simple complaining though, some of the combat is much more drawn out than it used to be. The changes could be made better I feel, and it seems unnecessary to keep certain abilities damage low on different weapons or classes when a few other classes are able to superstck their damage and escape. Risk and reward.

So folks, on either side (gankers or their victims) does the damage reduction give you time to react? Does it feel less FPS and more RPG?
Herfi Driderkitty of the Aldmeri Dominion
Find me on : Twitch | Youtube | Twitter | Reddit
  • tinythinker
    tinythinker
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    HeroOfNone wrote: »
    Maybe it's lag, but the damage reduction in PVP doesn't seem to be reducing the 1-2 second kills. From what @ZOS_BrianWheeler and Eric Worbel (can't find a forum account?) Previouslystated the effort was being made to make it feel less like a First person shooter where you turn a corner and "bam" dead, and more like an RPG, where the damage would go down slowly, you'd have time to react, but heals are also reduced. This means you can't simply panic heal forever, and should do damage.

    From some of my experiences abilities hit for 13k on a crit, on a player using medium and mage light. Other time you feel you should block, but fear the stamina regen lose, so folks keep it down and then end up being killed easily. Then there are the sweeper bosses, where a wrecking blowchain, knock down, etc. Can get enemies killed before they can CC break.

    Don't take this as simple complaining though, some of the combat is much more drawn out than it used to be. The changes could be made better I feel, and it seems unnecessary to keep certain abilities damage low on different weapons or classes when a few other classes are able to superstck their damage and escape. Risk and reward.

    So folks, on either side (gankers or their victims) does the damage reduction give you time to react? Does it feel less FPS and more RPG?
    I tried my Sorc first, and will try my other VR14s over time. My impression is that 99% of the time, TTK was much better. People would try to use burst, and I had time to pop a heal or a shield to counter or to Streak and stun them, and the fights were more like 15-20 seconds rather than 0.5 to 5. Maybe some of those people aren't regular PvPers and just didn't know the right builds/combos. One known skilled stam player did hit for quite a bit of damage and fast, but that was the only time I got in trouble one and one and there was still time to react.
    Edited by tinythinker on 29 July 2015 14:19
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  • HeroOfNone
    HeroOfNone
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    HeroOfNone wrote: »
    Maybe it's lag, but the damage reduction in PVP doesn't seem to be reducing the 1-2 second kills. From what @ZOS_BrianWheeler and Eric Worbel (can't find a forum account?) Previouslystated the effort was being made to make it feel less like a First person shooter where you turn a corner and "bam" dead, and more like an RPG, where the damage would go down slowly, you'd have time to react, but heals are also reduced. This means you can't simply panic heal forever, and should do damage.

    From some of my experiences abilities hit for 13k on a crit, on a player using medium and mage light. Other time you feel you should block, but fear the stamina regen lose, so folks keep it down and then end up being killed easily. Then there are the sweeper bosses, where a wrecking blowchain, knock down, etc. Can get enemies killed before they can CC break.

    Don't take this as simple complaining though, some of the combat is much more drawn out than it used to be. The changes could be made better I feel, and it seems unnecessary to keep certain abilities damage low on different weapons or classes when a few other classes are able to superstck their damage and escape. Risk and reward.

    So folks, on either side (gankers or their victims) does the damage reduction give you time to react? Does it feel less FPS and more RPG?
    I tried my Sorc first, and will try my other VR14s over time. My impression is that 99% of the time, TTK was much better. People would try to use burst, and I had time to pop a heal or a shield to counter or to Streak and stun them, and the fights were more like 15-20 seconds rather than 0.5 to 5. Maybe some of those people aren't regular PvPers and just didn't know the right builds/combos. One known skilled stam player did hit for quite a bit of damage and fast, but that was the only time I got in trouble one and one and there was still time to react.

    Remember what ability was gong fast? For me I noticed a few concealed weapon attacks and siphoning attacks seemed to be going quick and doing high damage.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • MCMancub
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    I absolutely think it gives me more time to react. I played as a Stam NB last night, so I usually only get 2 or 3 Dark Cloaks off before I run out of magicka, but the extra 4 or 5 seconds to react definitely, definitely allowed me to escape some situations I otherwise wouldn't have been able to.

    IC is built to encourage juking and confusing the enemy to escape. This isn't possible if everyone is one shot all the time. I really like the new battle leveling changes.
  • HeroOfNone
    HeroOfNone
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    MCMancub wrote: »
    I absolutely think it gives me more time to react. I played as a Stam NB last night, so I usually only get 2 or 3 Dark Cloaks off before I run out of magicka, but the extra 4 or 5 seconds to react definitely, definitely allowed me to escape some situations I otherwise wouldn't have been able to.

    IC is built to encourage juking and confusing the enemy to escape. This isn't possible if everyone is one shot all the time. I really like the new battle leveling changes.

    From a damage perspective how fast were you killing players?
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • MCMancub
    MCMancub
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    HeroOfNone wrote: »
    MCMancub wrote: »
    I absolutely think it gives me more time to react. I played as a Stam NB last night, so I usually only get 2 or 3 Dark Cloaks off before I run out of magicka, but the extra 4 or 5 seconds to react definitely, definitely allowed me to escape some situations I otherwise wouldn't have been able to.

    IC is built to encourage juking and confusing the enemy to escape. This isn't possible if everyone is one shot all the time. I really like the new battle leveling changes.

    From a damage perspective how fast were you killing players?

    It really depended on the situation. Did they have heals or shields? Were they alone? Were they expecting a fight?

    I had several instances where I could still Ambush > Incapacitating Strike > Surprise Attack to get a kill, but there were also situations where that clearly did not work if they were expecting a fight. The fights were several seconds longer. I really enjoyed it.
  • Cinbri
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    Ye, i like new TTK too. More time to react even with retardedly slow CC break.
  • HeroOfNone
    HeroOfNone
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    MCMancub wrote: »
    HeroOfNone wrote: »
    MCMancub wrote: »
    I absolutely think it gives me more time to react. I played as a Stam NB last night, so I usually only get 2 or 3 Dark Cloaks off before I run out of magicka, but the extra 4 or 5 seconds to react definitely, definitely allowed me to escape some situations I otherwise wouldn't have been able to.

    IC is built to encourage juking and confusing the enemy to escape. This isn't possible if everyone is one shot all the time. I really like the new battle leveling changes.

    From a damage perspective how fast were you killing players?

    It really depended on the situation. Did they have heals or shields? Were they alone? Were they expecting a fight?

    I had several instances where I could still Ambush > Incapacitating Strike > Surprise Attack to get a kill, but there were also situations where that clearly did not work if they were expecting a fight. The fights were several seconds longer. I really enjoyed it.

    Are tanks viable to sure then when not blocking or shield stacking? I think the rotation is pretty typical of PVP on live, so if it's that simple I don't see it extending the fight a lot
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Sigtric
    Sigtric
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    So far, with my limited time in the PTS my first reactions are this: the damage needs to be raised a little.

    I templated my go-to magicka nightblade build and went into IC with my friends last night. The fights against other players in most cases seemed to last long enough that it started to turn from being a fun engagement to nearing the 'really? just die already' frustration.

    The lack of DPS (where it didn't lack before) plus the mitigation and evasion I have lead to a lot of points where we were bating on each other and nothing really was happening. Whoever had the bigger party size was almost always the victor.

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
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  • Attorneyatlawl
    Attorneyatlawl
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    MCMancub wrote: »
    I absolutely think it gives me more time to react. I played as a Stam NB last night, so I usually only get 2 or 3 Dark Cloaks off before I run out of magicka, but the extra 4 or 5 seconds to react definitely, definitely allowed me to escape some situations I otherwise wouldn't have been able to.

    IC is built to encourage juking and confusing the enemy to escape. This isn't possible if everyone is one shot all the time. I really like the new battle leveling changes.

    I got a bare minimum amount of time in the imperial city this morning so far, but this matches up with my very initial impression, at least. There are HEAPS of well designed LOS breakers in the terrain and environmental bits to move under, over, between, etc. The TTK changes at least for now seem to have brought it more towards beta combat where it was more tactical and you had time to react. Selective blocking was critical back then in PVP as well as timing. That's what got me to fall in love with ESO back then in the first place :D. 1.6 had a lot of improvements, but was a giant leap backwards in combat speed. This patch is getting beck to the game's roots.
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