Poisons
Macros - ZOS has already stated that a third party program which gives someone an unfair advantage is considered a cheat. If ZOS wants to keep macros in the game, then do it right. Make macros creatable from within the game UI and force them to respect internal cool downs. Quit allowing 3rd party programs from mice and keyboards to bypass game mechanics.
Poisons
Macros - ZOS has already stated that a third party program which gives someone an unfair advantage is considered a cheat. If ZOS wants to keep macros in the game, then do it right. Make macros creatable from within the game UI and force them to respect internal cool downs. Quit allowing 3rd party programs from mice and keyboards to bypass game mechanics.
Software for peripheral devices from Logitech, Steelseries, Razor and the like does not ignore global cooldown. Thats a myth spread by bad players. What you describe can only by 'achieved' by 'Cheat Engine'. And thats totally the fault of Zenimax because they moved the handling of basic game mechanics from server side to client side.
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.
Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.
Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.
Indeed i did not have the same absolute dmg - but i also only had 15% dmg reduction from battlespirit.
Regen was pretty much comparable to what i´m aiming for now. I had 169 magica recovery back then alongside 16% cost reduction for my magica skills (that also were much cheaper because there was no cost increase due to CP=level system implemented yet) and potions on a 30s timer.
My regen was actually better in 1.5 than it ever was after that because recovery (specifically cost reduction) was the only stat worthy to aquire because it was in no way affected by softcaps.
I hit crystal fragments from 500 to 800 noncrit dmg regularly back then and that´s about what a full dmg enchanted lich + spinner build will hit now on a medium or light armor target - 5000 to 8000 noncrit dmg (8000 noncrit is a really really really lucky hit).
What has changed is:
- crit now is a vaible stat despite impen dmg reduction (this is a slight dmg increase on properly built players with high impen but a massive increase on glasscannon builds)
- people have less hp now resulting in a different dmg to hp ratio which changes peoples perception on how hard they are getting hit
So in the end we´re now hitting about as hard (in absolute numbers with the x10 multiplier factored in) as we did in 1.5 (1.6 was a different beast) but to actually do so most builds had to sacrifice about 10k HP (1000 hp back in the old system) resulting in them dying a lot faster.
Agreed, in general, on the point about dmg to hp ratio.
However, in the current patch we have the ability to stack hp way up to 70k or higher. Hence any suggestion to restore the 1.5:1:1 hp:mana:stam stats can't be considered. Which is why I think some form of soft caps should be considered -- perhaps battle spirit should implement the caps so PvE isn't affected.
How exactly the caps should be implemented, I don't know. Here's the problem: if battle spirit were overnight removed players would be one shotting each other with spell dmg as low as 2k -- all you have to do is look at tooltips to see this.
Balance and dmg numbers are just so messed up its hard to understand exactly what to do.
EDIT: I think at the end of the day resource pools need to be decoupled from damage.
I still don´t see the problem to be perfectly honest.
People can just build for more HP if they feel the need to on dmg builds. HP is a valuable stat at the moment which is a good thing.
Like - i really don´t understand what you want to change because in my opinion this specific part of the game is one that is not flawed or broken at the moment.
What is flawed and broken is that stacking your dmg stats also get you defense. This characteristic effects certain classes more than others. Sorc is a perfect example -- that class loses nothing by going for max spell dmg and mana.
Sorc is actually a quite bad example of this (the worst you could make probably apart from dragonblood, blazing shield and igneous shield) - only stacking max resource gives you offense and defense. Whereas your main dmg stat (spelldmg) is completely useless in terms of defense.
This is the complete opposite of every other build relying on heals as their primary defense - heals compared to shields actually do behave in the way you´ve stated and get modified by offensive AND mainstat.
So the real complaint is sorcs having a different value for the HP stat than other classes do. Which is again kind of ironic because if you try to get a moderate amount of HP on a light armor build you´re loosing way more defensive potential than it would be the case on a medium or heavy armour build (this is the case bc HP directly competes with max resource whereas dmg stat only does partially - investing into health costs you main defense stat for shield builds but for heal builds only costs secondary defense stat).
Also irrelevant to discuss if the shield changes i´ve mentioned earlier would happen.
I'll have to disagree... CC immunity will give you room to recover stamina enough to CC break again when it's over, maybe the problem is that you might be roll dodging/blocking too much (?)
Joy_Division wrote: »Ish - If we put softcaps back in the game, would good players ever die without getting zerged down under the current mechanics?
A soft cap system would mostly cut into damage and it's hard killing players right now as it is even with proc sets. I guess at some level you'd be cutting down on the healing potential, but between heavy armor, pots, sword and shield, trivial block costs, etc. I do not think it would be all that difficult to put together a build that would be shrug off another player's attacks with soft caps.
I loved 1.5, but I wonder if it worked mostly because the theorycrafting in this game was so basic and most of us were relative baddies.
Blackfyre20 wrote: »
I'll have to disagree... CC immunity will give you room to recover stamina enough to CC break again when it's over, maybe the problem is that you might be roll dodging/blocking too much (?)
This is not really true. If you invest nothing into max stam/regen on a light armor magicka build you cannot recover stam fast enough during CC immunity to break free more than twice, without blocking or dodge rolling at all.
The issue as I see it is that stamina classes do not have to invest ANYTHING into magicka. Their magicka pool is just for utility/resource dump. On my stamplar I am able to use restoring focus and extended ritual regularly without any investment whatsoever into magicka. I can use max health/stam regen food, don't have to worry about putting any CP in magicka regen/reduced costs, etc. On the other hand as a magicka player I need to invest a significant amount into tumbling, pretty much need to run tri stat food, and/or need to find another way to maintain enough stamina to be able to always break free (engine guardian, pots, etc.), or wear heavy armor (for constitution). All of this means I have to sacrifice some damage/magicka sustain that stamina builds just do not have to worry about.
I think making break free cost come out of your highest resource pool is an interesting idea. Leave sprint and dodge roll as stamina, those are both mobility tools that stamina players should be better at than magicka players. Break free however is something that everyone NEEDS to do regularly. Either make the cost come from your highest resource, or make it so that you can somehow use purge while stunned. This would be another way of giving magicka builds the ability to break free using magicka.
Joy_Division wrote: »Ish - If we put softcaps back in the game, would good players ever die without getting zerged down under the current mechanics?
A soft cap system would mostly cut into damage and it's hard killing players right now as it is even with proc sets. I guess at some level you'd be cutting down on the healing potential, but between heavy armor, pots, sword and shield, trivial block costs, etc. I do not think it would be all that difficult to put together a build that would be shrug off another player's attacks with soft caps.
I loved 1.5, but I wonder if it worked mostly because the theorycrafting in this game was so basic and most of us were relative baddies.
What I'm trying to get ZoS and ESO players to do is recognize that there are a cascade of systems responsible for determining balance. Past balance has been approach piecemeal.
I'm not set on any one direction. I stated a bunch of stuff at the start I know people will disagree with to spur discussion.
For example, what would PvP look like with soft caps and no battle spirit?
LeifErickson wrote: »
I personally disagree with you. Not only do I sacrifice magicka stats for stamina on my magicka builds, but I do so above and beyond what is necessary because it makes me much more effective. Being able to block a ton on magplar and roll dodge on magicka sorc is awesome and I feel like it makes me all around more effective. Magicka builds not having to use magicka to break free or roll dodge would be OP. They could just hold block and never have to worry about stamina management.
Stamina on the other hand uses magicka for utility. DKs use it for igneous, sorcs use it for dark deal, templars use it for cleanse, nightblades use it for cloak. While the fact that the constitution passive allows stam to not have to build for magicka sustain. if you are in medium armor and don't have any magicka sustain in your build, you will be sacrificing a lot. Correct me if I'm wrong, but if a stam build is in medium armor with no magicka sustain, they will run out of magicka pretty fast. At least I would on my stamblade if I didn't use stam and magicka recovery drinks.
Here's a real solution to many of the issues in PvP. Make armor sets for PvP ONLY, and PvE sets for PvE ONLY.
The sets out there on the cyrodiil vendors right now are useless. Save maybe 3-4 sets, all of them are garbage compared to the sets that came with 1T, and the 1T sets are way easier to obtain. Need impen for a small piece from a dungeon? Run with folks that will give it to you. Heck I got a Gem of Curses Ring(Rattlecage set) from a complete stranger. Just had to ask at the end of the dungeon run. But If I wanted a sharpened Elf Bane 1H weapon of some sort? I could end up spending millions in AP. There's no comparison.
The PvP sets need to be reworked into something viable for PvP "Only". All these other sets from 1T (save maybe monster helms) should not work in Cyro at all. We should also be able to get these PvP sets without a craptacular RNG risk. It should be like buying from the telvar vendor. Make a chest piece cost 100-200k ap with proper useable traits (a variety of them too, not JUST impen). it's ok. Gives us something to work for. But we need to lose the RNG bags. It's stupid, and lazy design, and there needs to be better... completely PvP centric sets.
Moving along, whoever said get rid of "stealth breaking" things like caltrops? I say get out of stealth and fight. Get rid of stealth in Cyro. Disable it. You want to gank me before I can react NB? Sorry, now you gotta build to survive and not be just a glass cannon. I know that break's "immersion" for a lot of you(said with utter sarcasm), but this is PvP. I'm not saying you can't use stealth, slip away, mist form etc. I'm saying it should only be used in PvE land. ZoS needs to figure out better escape mechanics for DK's and Temps, and make something else for NB's. Sorcs have streak, at a cost. They're ok imo.
Izanagi.Xiiib16_ESO wrote: »Dodge should reduce damage by 50 or 75% (and nullify any additional effects e.g. stun) rather than mitigate completely
Poisons
Macros - ZOS has already stated that a third party program which gives someone an unfair advantage is considered a cheat. If ZOS wants to keep macros in the game, then do it right. Make macros creatable from within the game UI and force them to respect internal cool downs. Quit allowing 3rd party programs from mice and keyboards to bypass game mechanics.
Software for peripheral devices from Logitech, Steelseries, Razor and the like does not ignore global cooldown. Thats a myth spread by bad players. What you describe can only by 'achieved' by 'Cheat Engine'. And thats totally the fault of Zenimax because they moved the handling of basic game mechanics from server side to client side.
17) Fix Clouding Swarm (invisibility)
21) Nerf destro ulti (reduce damage, increase duration)
I heard this but tested it myself and it seemed to work correctly on sweeps? It does not work on abilities with cast time though such as inevitable detonation and healing ritual.22) Fix Soulshine set to make it work with Puncturing Sweep
23) Bring back some sort of dynamic ultimate generation when fighting outnumbered.
25) Fix Purge (Has Purge ever been fixed to affect more than the first 6players who join a group?)
29) Fix Dragon Blood (make it ignore Battle Spirit)
thankyourat wrote: »The root on rearming trap is too long it needs to be reduced to like two seconds. Roots as a whole need to be looked at. I think they should add root immunity to immovable pots
I agree that there should be root immunity available via potions, but not added to immovable, that effect is already very strong. Root immunity should be its own effect.
7. Unblockable -- shouldn't be a thing. Dawnbreaker, Eye of the Storm, Fear, Petrify, etc. No skillful counter is horrible. Please make meteor reflectable again!
Can you please point me the direction of block counters a sorc can access?
If you dare to mention rune prison (which ironically does not break on dots - a dmg form sorcerers do not have in class access to) - i swear i´m gonna sacrifice a kitten to the dark overlord of balance himself Mr. Wrobbels.
Edit: I think block being an unskillful mechanic needs unskillful counters. If you´d have to be reactive with blocking (like with dodging) it would be a whole different story.
MalakithAlamahdi wrote: »7. Unblockable -- shouldn't be a thing. Dawnbreaker, Eye of the Storm, Fear, Petrify, etc. No skillful counter is horrible. Please make meteor reflectable again!
Can you please point me the direction of block counters a sorc can access?
If you dare to mention rune prison (which ironically does not break on dots - a dmg form sorcerers do not have in class access to) - i swear i´m gonna sacrifice a kitten to the dark overlord of balance himself Mr. Wrobbels.
Edit: I think block being an unskillful mechanic needs unskillful counters. If you´d have to be reactive with blocking (like with dodging) it would be a whole different story.
Didn't streak stun trough block? If you're a vamp you can also use the drain something skill. Or just spam curse, it ignores block.
Mojomonkeyman wrote: »MalakithAlamahdi wrote: »7. Unblockable -- shouldn't be a thing. Dawnbreaker, Eye of the Storm, Fear, Petrify, etc. No skillful counter is horrible. Please make meteor reflectable again!
Can you please point me the direction of block counters a sorc can access?
If you dare to mention rune prison (which ironically does not break on dots - a dmg form sorcerers do not have in class access to) - i swear i´m gonna sacrifice a kitten to the dark overlord of balance himself Mr. Wrobbels.
Edit: I think block being an unskillful mechanic needs unskillful counters. If you´d have to be reactive with blocking (like with dodging) it would be a whole different story.
Didn't streak stun trough block? If you're a vamp you can also use the drain something skill. Or just spam curse, it ignores block.
Knowledge bomb dropped! My personal highlight: "Spam curse!"
31) Fix the Y axis of the destro ultimate (it can reaches 2floors inside a tower or a milegate)
thankyourat wrote: »The root on rearming trap is too long it needs to be reduced to like two seconds. Roots as a whole need to be looked at. I think they should add root immunity to immovable pots
I agree that there should be root immunity available via potions, but not added to immovable, that effect is already very strong. Root immunity should be its own effect.
LeifErickson wrote: »LeifErickson wrote: »Fix wings.
Fix mist form.
Fix cloak.
Fix clouding swarm.
Fix gap closers.
Fix willows path.
Did I forget something?
Dragon Blood.
Dragon blood isn't broken to my knowledge. All of the things I listed are actually broken.
Here's a real solution to many of the issues in PvP. Make armor sets for PvP ONLY, and PvE sets for PvE ONLY.
The sets out there on the cyrodiil vendors right now are useless. Save maybe 3-4 sets, all of them are garbage compared to the sets that came with 1T, and the 1T sets are way easier to obtain. Need impen for a small piece from a dungeon? Run with folks that will give it to you. Heck I got a Gem of Curses Ring(Rattlecage set) from a complete stranger. Just had to ask at the end of the dungeon run. But If I wanted a sharpened Elf Bane 1H weapon of some sort? I could end up spending millions in AP. There's no comparison.
The PvP sets need to be reworked into something viable for PvP "Only". All these other sets from 1T (save maybe monster helms) should not work in Cyro at all. We should also be able to get these PvP sets without a craptacular RNG risk. It should be like buying from the telvar vendor. Make a chest piece cost 100-200k ap with proper useable traits (a variety of them too, not JUST impen). it's ok. Gives us something to work for. But we need to lose the RNG bags. It's stupid, and lazy design, and there needs to be better... completely PvP centric sets.
Moving along, whoever said get rid of "stealth breaking" things like caltrops? I say get out of stealth and fight. Get rid of stealth in Cyro. Disable it. You want to gank me before I can react NB? Sorry, now you gotta build to survive and not be just a glass cannon. I know that break's "immersion" for a lot of you(said with utter sarcasm), but this is PvP. I'm not saying you can't use stealth, slip away, mist form etc. I'm saying it should only be used in PvE land. ZoS needs to figure out better escape mechanics for DK's and Temps, and make something else for NB's. Sorcs have streak, at a cost. They're ok imo.
please - no.
I don´t want to farm any more gear.
Just make pvp sets easier to aquire and worthwhile to use - but don´t devalue any gear ever for one specific type of content. No. Nonono.
There's will not be balance, there's would be 1-3 top tier builds in clone wars, in other words - same sh*t but people will loose any choice.RinaldoGandolphi wrote: »The game is fundamentally broken at this point, and its probably not ever going to be fixed...many of the old time greats tried to tell ZOS removing soft caps and introducing such an insane amount of power creep with the CP system would kill skillful play in this game, and they were absolutely right......
As bad as some folks though the 1.x sopftcaps were, they were a far better compromise then the absolute utter trash we have now.
Heavy Armor needs to be changed back to how it was in 1.x
- Soft caps need to be re instituted
- Regen hard capped at 1499 across the board...thats the hard cap...diminishing returns start kicking in at 1100)
- Max magicka and max stamina is hard capped at 38,999 and diminishing returns start kicking in at 36,500
- Weapon Damage and spell damage hard capped at 3100 and diminishing returns start kicking in at 2800
- Max health hard capped at 40k, with diminishing returns kicking in at 35k
- Champion System disabled across every Cyrodiil campaign
- Battle Spirit damage and healing nerf reverted back to 15%
- Battle Spirit damage sheild decrease reverted back to 15%
- PVE dropped and undaunted monster sets disabled in Cyrodiil
- Only armor sets allowed to be used in Cyrodiil are the ones that drop in Rewards of the worthy, or bought at the allaince war vendor or from the town vendors , or crafted sets.
- Stealth attack stun removed
- Stealth damage bonuses reduced by 50%
- Empowerment no longer works on stealth attacks
- Mage guild skills no longer empower stealth attacks
There you go....now you will have a real pvp game. Yes the undaunted and pve sets need to go from Cyrodiil they are are HUGE problem to the balance.....Let ZOS balance pvp soley around Allaince war sets only, and release new sets every update...that way PVE stop their whining about PVP ruining all their sets, and it makes things far easier to balance in PVP without effecting the other side of the game.
those PVE undaunted and unbalanced sets should have never been allowed in Cyrodiil in the 1st place...when you join the military, it only makes sense you wear the uniform they give you when your on duty right? Well that uniform is the alliance war sets....all the undaunted sets are fine in PVE but unbalanced in PVP, lets not totally ruin the carebears fun...its called a smart compromise...we get a balanced game, PVE get their fun proc stuff, and Wrobel gets to make fun sets for PVE its a win-win for us pvpers...
It will also allow them to release PVP sets that you "PVP for" instead of being forced to grind PVE content just to be competitive in PVP....lets remove the PVE dependence from Cyrodiil by standardizing gear across Cyrodiil....all sets except ones bought for Allaince points of Tel var stones are disabled in Cryodiil...and let ZOS release new pvp sets as they go along...we need to remove the unbalanced PVE nonsense from Cryodiil if we ever hope to want a semi-balanced game...part of why 1.x was so close was because Cyrodiil wasn't full of unbalanced undaunted PVe sets...
Updated:forgot to include crafted sets