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First PvP Impression, 2 Hours In Vivec

Vapirko
Vapirko
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Playing a Stam Sorc. I was running a build that was working well for me prior, heavy armor with ravagers, agility, and various monster sets mostly bloodspawn. Simple but effective. First off, it didn't work well at all. Resources drained in the snap of a finger, heavy attacks did not help and were generally too slow to deal with what seemed like a lot of medium and light armor wearing, hard hitting builds that were very squishy but have high regen and very high damage. Heavy armor basically feels like wearing a heavy trash can right now. I then switched to medium armor and bumped my stam regen to 2k with 2 heavy armor as well. Much better. There is now a reason to wear medium armor, it makes a massive difference in resource sustain. I assume that was ZOS' goal, so well done there. I think heavy armor will work for tanks and specific heavy attack builds, maybe. Overall though there has been an immediate rise in gank builds and high damage, squishy builds. We will see if this continues. Taking a keep with a few players is extremely hard now, much more so than before. Anyway these are my first impressions, zergs are going to be a huge issue once populations pick up. I'm interested to hear what other people discover as we go along. Good luck out there!
Edited by Vapirko on 22 May 2017 19:06
  • D0ntevenL1ft
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    Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.

    More diversity = more fun IMO.
  • Vapirko
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    Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.

    More diversity = more fun IMO.

    Yes, honestly its nice to be able to consider more medium armor like automotons now that its affected by major brutality. We could use some better crafted sustain sets though. The problem is though, the ability to survive in a smaller group against a bigger group has gone down. I actually think it will be harder for newer players to survive now because 1v1 does feel much more skill based imo. So, as I said, I think gank builds will be on the rise and definitely zergs.
  • D0ntevenL1ft
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    Vapirko wrote: »
    Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.

    More diversity = more fun IMO.

    Yes, honestly its nice to be able to consider more medium armor like automotons now that its affected by major brutality. We could use some better crafted sustain sets though. The problem is though, the ability to survive in a smaller group against a bigger group has gone down. I actually think it will be harder for newer players to survive now because 1v1 does feel much more skill based imo. So, as I said, I think gank builds will be on the rise and definitely zergs.

    Well id also say 1v1 being more skill based is also a good thing, but it may force some players simply to resort to numbers to win their battles. If we can then find a way to keep groups smaller and also more skill based turning the game ultimately more competitive then i believe this would be good as well.

    I can't wait for the switch to medium armour on console because then i can hopefully move to my maelstrom precise maul and increase my crit chance along with a damage boost from medium armour. Maybe my DK can hit hard again!

    Except as you said its now harder for small numbers to survive against big numbers this could be, and most likely will be negative to the solo or small group player; but we know ZOS doesn't care about them anyway ;)
  • Hurika
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    Vapirko wrote: »
    Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.

    More diversity = more fun IMO.

    Yes, honestly its nice to be able to consider more medium armor like automotons now that its affected by major brutality. We could use some better crafted sustain sets though. The problem is though, the ability to survive in a smaller group against a bigger group has gone down. I actually think it will be harder for newer players to survive now because 1v1 does feel much more skill based imo. So, as I said, I think gank builds will be on the rise and definitely zergs.

    What was the change in the patch mentioning automotons benefiting from major brutality? I read the notes but don't remember seeing where that came up though I probably missed it.
  • Takes-No-Prisoner
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    Vapirko wrote: »
    Playing a Stam Sorc. I was running a build that was working well for me prior, heavy armor with ravagers, agility, and various monster sets mostly bloodspawn. Simple but effective. First off, it didn't work well at all. Resources drained in the snap of a finger, heavy attacks did not help and were generally too slow to deal with what seemed like a lot of medium and light armor wearing, hard hitting builds that were very squishy but have high regen and very high damage. Heavy armor basically feels like wearing a heavy trash can right now. I then switched to medium armor and bumped my stam regen to 2k with 2 heavy armor as well. Much better. There is now a reason to wear medium armor, it makes a massive difference in resource sustain. I assume that was ZOS' goal, so well done there. I think heavy armor will work for tanks and specific heavy attack builds, maybe. Overall though there has been an immediate rise in gank builds and high damage, squishy builds. We will see if this continues. Taking a keep with a few players is extremely hard now, much more so than before. Anyway these are my first impressions, zergs are going to be a huge issue once populations pick up. I'm interested to hear what other people discover as we go along. Good luck out there!

    Nice write up, thanks for taking time out of your day to write this. As a console player, I hope you continue to update the thread, I'd like to hear more about what's going on in Cyro.
  • THEDKEXPERIENCE
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    Sounds awesome! Even as a heavy armor user I'm all for this. I am really interested to see how my heavy attack spamming playstyle fits.
  • Takes-No-Prisoner
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    Sounds awesome! Even as a heavy armor user I'm all for this. I am really interested to see how my heavy attack spamming playstyle fits.

    Same. In theory, I want to use Heavy Armor on my MagDK and MagPlar. With how I build I don't think it'll be a problem, BUT I want to take a peek at what other people are doing on PC to adjust to the resource meta.

    Don't get me wrong, I have a Stamplar in medium, a StamBlade in medium, and some other toons in Light armor. So the OP has me a little excited to jump into these armors again.
    Edited by Takes-No-Prisoner on 22 May 2017 20:44
  • THEDKEXPERIENCE
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    Sounds awesome! Even as a heavy armor user I'm all for this. I am really interested to see how my heavy attack spamming playstyle fits.

    Same. In theory, I want to use Heavy Armor on my MagDK and MagPlar. With how I build I don't think it'll be a problem, BUT I want to take a peek at what other people are doing on PC to adjust to the resource meta.

    Don't get me wrong, I have a Stamplar in medium, a StamBlade in medium, and some other toons in Light armor. So the OP has me a little excited to jump into these armors again.

    In preparation for this update I moved 100 CP into the one that gives 16% more resources returned on heavy attacks. In PVE I seem to be getting 4 to 6k back on average. I think that will get pushed to 5.2k to 7.8k. I'm honestly not sure if the numbers are the same in PVP or cut in half.

    Between that and the Templar magic recovery circle (Channeled Aura I think it's called) I've never had much of problem sustaining even with sub 700 magic recovery.

    I'm of the opinion that the nerfs/buffs will hurt others who are not used to playing with low regen and help me just because I'm used to it. We'll see!
  • Takes-No-Prisoner
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    In preparation for this update I moved 100 CP into the one that gives 16% more resources returned on heavy attacks. In PVE I seem to be getting 4 to 6k back on average. I think that will get pushed to 5.2k to 7.8k. I'm honestly not sure if the numbers are the same in PVP or cut in half.

    I would be cautious of this, because if you check out the patch notes on Heavy Attacking;

    Fully-charged Heavy Attacks no longer restore resources if the attack is dodged or blocked.

    Developer Comments:

    Since fully-charged Heavy Attacks received a significant buff to the amount of resources they restored, we’ve introduced more counterplay to stopping your enemies from being able to easily replenish their resources.

    I saw your thread about the build you run on your MagPlar, I definitely noticed you run low recovery. Like you already said, you already low ball it on recovery so from where I am sitting, you've already proven you got Templar meta wrapped around your finger. So my previous statement on Heavy Attacks might be a moot point for you heh.

    Me personally, I run 2k recovery-- but I have a playstyle that demands it. I couldn't run 700 recovery and feel comfortable in my own skin.
    Edited by Takes-No-Prisoner on 22 May 2017 21:14
  • DHale
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    Build diversity... game code for less efficient aka I don't have time to farm, I don't have money, I don't want to farm, I want the game to support my play style.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • mcurley
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    DHale wrote: »
    Build diversity... game code for less efficient aka I don't have time to farm, I don't have money, I don't want to farm, I want the game to support my play style.

    How does build diversity negatively impact the game?
    For the Covenant!
    Svvord - magicka NB
    Lavv - magicka DK
    Povver - stamina NB
    Psylint - stamina NB
    Yelruc - magicka Sorc
  • DocFrost72
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    DHale wrote: »
    Build diversity... game code for less efficient aka I don't have time to farm, I don't have money, I don't want to farm, I want the game to support my play style.

    A salty seacucumber in its wild habitat.
  • HeathenDeacon
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    OP- was this in CP or non CP?
  • barshemm
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    The hardest thing for me has been the change to the timing of dark deal. I dropped all cost reduction a few days before the patch and switched to eternal hunt medium as my primary set. I keep dodge rolling right before dark deal ends and not getting resource now. I didn't think it would make a difference but it has.
  • casparian
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    OP- was this in CP or non CP?

    OP said it was in Vivec.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Takes-No-Prisoner
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    barshemm wrote: »
    The hardest thing for me has been the change to the timing of dark deal. I dropped all cost reduction a few days before the patch and switched to eternal hunt medium as my primary set. I keep dodge rolling right before dark deal ends and not getting resource now. I didn't think it would make a difference but it has.

    Yeah, adding even a small extra delay can do that. I would like to hear more of yours or other peoples thoughts on Dark Deal.
  • Vapirko
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    OP- was this in CP or non CP?

    Vivec is the only cp campaign now.
  • Vapirko
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    Hurika wrote: »
    Vapirko wrote: »
    Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.

    More diversity = more fun IMO.

    Yes, honestly its nice to be able to consider more medium armor like automotons now that its affected by major brutality. We could use some better crafted sustain sets though. The problem is though, the ability to survive in a smaller group against a bigger group has gone down. I actually think it will be harder for newer players to survive now because 1v1 does feel much more skill based imo. So, as I said, I think gank builds will be on the rise and definitely zergs.

    What was the change in the patch mentioning automotons benefiting from major brutality? I read the notes but don't remember seeing where that came up though I probably missed it.

    Not this patch, but it's been in question for a long time, and people have recently tested it and it now seems to be responding to major brutality. No one is sure if this was just quietly fixed or what, to the best of my knowledge.
  • Vapirko
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    Another thing Im noticing is that I feel equally powerful with less weapon damage, that could be due to more people playing medium and light already but I think a good bit of it is to do with the CP changes. So I wouldnt be afraid to stack regen and play with 2-2.5k wpn damage.
  • GreenSoup2HoT
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    @Vapirko I think this is generally just understanding mechanics. Ive noticed this on my gank blade when switching from food to drink. The damage doesnt seem all that impactful but somtimes neither does the regen over the max stat pool.
    PS4 NA DC
  • Minno
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    Sounds awesome! Even as a heavy armor user I'm all for this. I am really interested to see how my heavy attack spamming playstyle fits.

    Same. In theory, I want to use Heavy Armor on my MagDK and MagPlar. With how I build I don't think it'll be a problem, BUT I want to take a peek at what other people are doing on PC to adjust to the resource meta.

    Don't get me wrong, I have a Stamplar in medium, a StamBlade in medium, and some other toons in Light armor. So the OP has me a little excited to jump into these armors again.

    In preparation for this update I moved 100 CP into the one that gives 16% more resources returned on heavy attacks. In PVE I seem to be getting 4 to 6k back on average. I think that will get pushed to 5.2k to 7.8k. I'm honestly not sure if the numbers are the same in PVP or cut in half.

    Between that and the Templar magic recovery circle (Channeled Aura I think it's called) I've never had much of problem sustaining even with sub 700 magic recovery.

    I'm of the opinion that the nerfs/buffs will hurt others who are not used to playing with low regen and help me just because I'm used to it. We'll see!

    The players that played on nCP or ran no Regen in CP are at a better spot than player waiting till patch to drop.

    Like for me, spent the entire moment I saw the CP changes by mimicing them as much as possible. That meant running 13%/10%Regen CP capped, no cost reduction, and changing around the build early on to mimic Morrowind.

    Now granted I'm using a set that adds Regen to my build, but it's resource return so I'm granted my mag returns since siphoner only impacts base regen values and channel focus was swapped to Restoring Focus to make up for the major mending nerf and add 8% DMG mitigation for moments when I can't run away.


    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Vapirko
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    @Vapirko I think this is generally just understanding mechanics. Ive noticed this on my gank blade when switching from food to drink. The damage doesnt seem all that impactful but somtimes neither does the regen over the max stat pool.

    I can definitely feel the regen over max stats, around 35k stam and 2k regen give or take seems to work well. But now I've found a build to give me 3k wpn damage, 1800 regen and 34k stam and it's working well. Also a ton of ulti gen and cost reduction. I still have two jewelry pieces with wpn damage so I could go much higher on the regen if I wanted.
  • ChairGraveyard
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    Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.

    More diversity = more fun IMO.

    That would be nice, it's pretty absurd that 90% of the weapon traits in the game are considered so bad that they never get used.
  • Floki_Vilgerdarson
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    Good Intel.

    Floki
  • Koensol
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    Vapirko wrote: »
    @Vapirko I think this is generally just understanding mechanics. Ive noticed this on my gank blade when switching from food to drink. The damage doesnt seem all that impactful but somtimes neither does the regen over the max stat pool.

    I can definitely feel the regen over max stats, around 35k stam and 2k regen give or take seems to work well. But now I've found a build to give me 3k wpn damage, 1800 regen and 34k stam and it's working well. Also a ton of ulti gen and cost reduction. I still have two jewelry pieces with wpn damage so I could go much higher on the regen if I wanted.
    @Vapirko May I ask what build that is? When I get 3k wp dmg my regen always suffers.

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